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Northern IrelandOtonyshi5 years ago

Thought I'd put together a video on all the known methods of performing Early Suzuki so that people who plan on using it in runs know how best to utilize it.

stoic_rose 喜欢这个
Northern IrelandOtonyshi5 years ago

I've discovered another interesting glitch that, much like with warping out of the Azure Sentinel fight starting, doesn't currently have any utility.

This one has potential to become a huge sequence break if there was a way to gain height when falling.

Northern IrelandOtonyshi5 years ago

After finding the text storage/OoB glitch about 3 days ago, I've managed to stumble upon what seems to be a hidden dev trigger in WDT. Seems like the kind of thing that would've been used for testing (it could very well be some secret obtainable bundle that we've never found, but I doubt that).

There's multiple of them (at least 4, but they might be infinite), and each gives the following in order:

GoGo Comic -> Prmnt. Free Pass -> Weekly Comic -> Monthly Comic

This alone makes zeni a non-issue for speedruns (Free Pass sells for 9800z), and as if that wasn't good enough, it allows you to get the Love Ink from the grave teacher in WDT immediately without having to get the Wooden Gong or do any of the WDT story. It also removes the opening scene of WDT, which you can/should bypass on your way to the item trigger by performing text storage with Conductor.

More of these triggers may exist in other areas, so that'll be something to look in to.

With all this in mind, it might be a good idea to create a separate Any% category when runs utilizing this are submitted. Something like Any% No OoB or Glitchless (I'd prefer Glitchless since other things that aren't OoB could possibly come up in the future) to move all the current Any% runs in to, since this glitch seems like it's going to shake Any% up to a ridiculous degree.

Here's a link to the YouTube video I made showing and detailing this as I was discovering it:

UPDATE: Found yet another big OoB time save in the factory that allows you to collect the Boss Card on your first visit. This means that both WDT and FBC take no time at all! This factory OoB will also come in handy in All Kisses, and should eliminate lazy guard RNG in both categories.

Ellie 喜欢这个
Northern IrelandOtonyshi6 years ago

For the sake of making the existence of this glitch more known, I figured it'd be a good idea to make a quick forum post detailing it and it's potential.

Before the Azure Sentinel fight, I managed to open up the menu in the small window of time between the boss fight loading and the cutscene prior to the loading ending. It seems to only work when an object you can interact with is in front of you when triggering the cutscene, possibly because the game searches for an input when it otherwise wouldn't during the time in between. This glitch would also be possible with the first boss of Disc 3, the Eat-Yeet, were it not for the story restricting you from warping at that point. Outside of that, there doesn't seem to be any boss fights were I've seen the world map pop up when skipping their cutscene (a clear indication that an input is slipping through). It's possible for it to work with just cutscenes as well, but it only seems to happen with cutscenes were you're regaining control afterwards anyway, making it inconsequential.

So far, this "glitch" (perhaps it'd be more accurate to call it an oversight) has no utility, but it has potential. I will look in to the instances of Cutscene -> Loading Screen in the game myself when I jump back on it, but with things like this it's always better to have multiple pairs of eyes that might notice something you don't. Below is a link to my video on finding the glitch, so if you have an interest in looking in to it or just want to see what it looks like, give it a watch.

Here's hoping there's something good hidden in this, and thanks for reading!

StarfallDolls 喜欢这个
Northern IrelandOtonyshi6 years ago

I'd like to request that I be made a mod for this game. It's been a long time since I've ran this game, and I'd like to get back in to it at some point in the not-too-distant future. As a result of that, I'd like to sort out an issue I have with the "Bad Ending" category. Initially, when I started running the game over 3 years ago, I figured it would make sense to have an Any% and All Acts category. In both cases, to prevent the creation of an arbitrary "True Ending" category, it made sense to split at, or note the time, at which you select "No" during Act 14 to trigger the rest of the Act and the True Ending, as opposed to just getting the Bad Ending by selecting "Yes". The reasoning behind this, is that by simply adding 49 seconds to the time of selecting "No", you get your Bad Ending time. This way you'd have the time for reaching both sets of credits in a single run, and wouldn't have to separate the run in to 2 categories.

Here's an old video I made showing the timing of the Bad Ending:

I realize that if the Bad Ending category was removed, then this game's only current mod, BlackChaos322, would have his run invalidated, since he didn't do the Tutorial in his run (which I consider an Act since it's under the same menu as the Acts in the game), and obviously didn't get a True Ending time. I don't want to have his run removed, but at the same time I think that my categorizing makes more sense. It'll be BlackChaos322 who responds to this, assuming he's still active, so let me know what you think about this man. Apologies if this comes across as blunt, just trying to lay things out as best I can ^^'

So yeah, let me know if there's any problems with my proposal. Thanks for reading!

Diamond 喜欢这个
Northern IrelandOtonyshi6 years ago

I've been looking in to running Trouble in Paradise, and was wondering if the mods here wanted to submit the game. I was going to do it myself, but I figured I should make sure that I have the go-ahead from people who run the original. Thanks!

Northern IrelandOtonyshi7 years ago

I'd like to know if anyone who runs Blue Dragon, or at least has an interest in running it, has an opinion on loading saves during runs.

The in-game timer doesn't keep track of game overs, hence why real time is used for timing. The problem is that while boss battles (the places where you game over 99% of the time) utilize a checkpoint system, dying outside of them sends you back to the main menu and essentially out of the run. From there, if you'd want to continue, you'd have to load the last save you made during the run (assuming that you made one at all). While it would be very easy to catch someone loading a different save to continue the run with, my other issue is that it feels like you've been put out of the run itself, and therefore it's a mandatory reset.

The bright side of this is that, from what I know based on my disc 1 runs, there are very few instances where this could happen during a run. The only thing that comes to mind is the overworld between the Gul Mountains and Talta Village. Here's a clip from my PB in disc 1 were this very issue occurs, and I'm forced to reload the safety save I made:

I never tried fighting back when I got hit by these enemies, but maybe they're actually beatable? I usually just tried to flee, and in this case it didn't work.

Anyway, I'd like to know if anybody else has an opinion on this, as I said before. I don't want to make loading saves banned without knowing if any of the other runners agree or disagree. It wouldn't be fair, seeing as I'm currently the only mod. All this came to mind because I intend on getting back in to Blue Dragon soon, so I thought I'd make sure the rules are solidified first.

Thanks for reading, let me know what you think!

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