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Thanks for the heads up Vulajin. I submitted the run to speedrun.com.
Edit history:
Oos: 2015-03-16 04:48:30 am
Quote from WhiteWingedRaven:
So 1:12 was far to basic of a goal.

Here is an Ori Any percent run in 1:04:12. Still tons of mistakes and optimization errors but hopefully this helps someone.

http://www.twitch.tv/whitewingedraven/c/6331714

@Vulajin I actually skipped the orb/lanternthingy in this run! Are you proud of me?

And thanks to everyone that stopped by, was fun.


Watching your run now.
http://i.imgur.com/OEP9mIp.png

There's an Ability Cell this way. This is right after you get Stomp, it's fast and you can get that instead of the one you get a minute later.
Looking at the run of WhiteWingedRaven, I thought to share with you these two tricks.
(Use of mushrooms platforms on which it is possible to pass through)

Clip 1:


Clip 2:
Edit history:
Onin: 2015-03-16 10:28:15 am
Did a bit of route testing.

If you go through the route without going out of your way to pick up experience orbs, but pick up all 8 ability points, you'll enter Misty Woods with 13 points to spend. Assuming we still want Magnet and 2 damage upgrades, that's 2 levels short of triple jump. Going through Misty Woods should give enough experience for another level, which leaves 500 experience short of triple jump. 400 of that could be gotten in the water escape section, and there's a couple other areas with easy to reach experience orbs.

So basically, don't worry about experience. Just know where to get those 8 ability points:
1. To the right of Ginso Tree
2. Above the rhino after Smash
3. Atop the tree after (or during) the Kuro cutscene
4. Behind the energy door in the spider cave
5. Atop the tree right after that
6. Breakable log
7. Dash upward in the other spider cave
8. Smash a bird on his head.

Also: Do not save glitch the Climb Tree. It will softlock. Sad
Quote from Onin:
Did a bit of route testing.

If you go through the route without going out of your way to pick up experience orbs, but pick up all 8 ability points, you'll enter Misty Woods with 13 points to spend. Assuming we still want Magnet and 2 damage upgrades, that's 2 levels short of triple jump. Going through Misty Woods should give enough experience for another level, which leaves 500 experience short of triple jump. 400 of that could be gotten in the water escape section, and there's a couple other areas with easy to reach experience orbs.

So basically, don't worry about experience. Just know where to get those 8 ability points:
1. To the right of Ginso Tree
2. Above the rhino after Smash
3. Atop the tree after (or during) the Kuro cutscene
4. Behind the energy door in the spider cave
5. Atop the tree right after that
6. Breakable log
7. Dash upward in the other spider cave
8. Smash a bird on his head.

Also: Do not save glitch the Climb Tree. It will softlock. Sad

Been messing with that route myself and I'm leaning towards not taking damage powerups at all. Guess I'll try both out in actual runs and see how it turns out. Here's the map to go with it http://puu.sh/gCmOV/31b363ad90.png
Damage would be nice before you get stomp as stomp really trivializes the fights. Getting extra damage would help with the first boss as it takes so long with no power. But if you go in there with 2 energy and reflect the projectiles back you can kill him in 5-10 seconds even with no extra damage. We just need to find a reliable way to use charge blast to reflect its projectiles. If we find that then the damage abilities are not really needed.
Quote from Vulajin:
Random thought on early Sorrow (aka Sorrow Dash) from today: if you are having a lot of trouble with it, you can try the safety strat of collecting several extra ability cells (there should be way more than enough in the route as is) and acquiring Ultra Guard before attempting it. This will give you two hits worth of spike damage before dying, or one bird hit and one spike hit. You could also collect an extra health to permit one bird hit and two spike hits. Any of these should make the trick much less risky.


Ultra Defense reduces the spike damage to 3, you would need 7 life cells for this to work (I just tested it)
Quote from Grokken:
Ultra Defense reduces the spike damage to 3, you would need 7 life cells for this to work (I just tested it)


Thanks, I'd been told it was a 50% damage reduction, but didn't test myself. That'll teach me!
Quote from WhiteWingedRaven:
Damage would be nice before you get stomp as stomp really trivializes the fights. Getting extra damage would help with the first boss as it takes so long with no power. But if you go in there with 2 energy and reflect the projectiles back you can kill him in 5-10 seconds even with no extra damage. We just need to find a reliable way to use charge blast to reflect its projectiles. If we find that then the damage abilities are not really needed.

I think most reliable way is to jump and make charge flame around time when worm is finishing spining on top. It's hard to describe it but it works for me.



You can probably tell what I was TRYING to do with this discovery. I would love to break the first ceiling using this technique, but unfortunately I cannot find anywhere for the frog to stand so his shot goes up far enough. Obviously, skipping Charge Jump is not going to save any time whatsoever. BUT IT'S POSSIBLE Cheesy
problem is you cant beat the game without charge jump. neat, but useless.
Hey everyone, new face here. Smiley

I really love how fast this game becomes a thing around here and I'd love to participate.

So far I have been trying to optimize the Ginsotree segment, trying to find the fastest route through there, currently with a PB of 6:39 minutes.



I tried to include all the small tricks I found, sadly I screwed a few up the first time. I guess I'll explain some things that helped me during this run.

- Right in the first room, if you have trouble reaching the 2nd log from the top of the 1st one, try doing a backflip, it made it much easier for me.
- In the room with the endless fall pipes and the 2 door fragments you can do a neat little walljump and thus don't have to fall down all the way. Safes like half a second.
- When going for 100%, don't forget the Energy Container in the room with those spitters. You can do a textbox skip, if you pick the container up during a jump and leave through the pipe.
- In the room with the lanterns and the door fragments, you can barely reach one of the fragments from the 2nd lantern with your doublejump. Saves you the trouble of going all around this room a second time.
- At the second "boss" fight, I find it easier to stick to the left wall, this way you don't have to aim with your bash and can proceed to the next room more quickly.
- In the right room of the currupted heart, it's actually pretty easy to one shot the blocking door. What I do is, I wait until the projectile is right under the first teleporter, then start a bash and use a small black spot in the background as visual cue for the perfect angle. (Couldn't show this in the video sadly.)

The escape is pretty straight forward, nothing much to say about it.

I hope this was a bit helpful.
Quote from Mirellie:
problem is you cant beat the game without charge jump. neat, but useless.

Well. You can. I just did.

You waste a bunch of time in some of the Horu rooms, especially the bottom right room is a major annoyance, but it's possible.

That also means that a Climbless run is ALREADY POSSIBLE!
how do you get though the boss rush at the very end without charge jump? i know the Horu rooms dont "require " it, but how is the rush at the end possible?
Small thing I just found: Annoying slime skip.
It starts at 7:00 of video, sorry for that.
Proof

You break the wall with ground smash. You take 4 damage from the fire, which doesn't kill you.
In the Horu spinning laser room, there's a tricky wall jump to get back up. On the final room, bottom right, you manipulate the elementals to bash off their projectiles. Everything else isn't very different.
@Nagshell I found that out earlier today too! It's a somewhat annoying jump though. Thankfully you can just hold left and spam jump to make it. Going to try it in my runs tonight; hopefully it doesn't prove to be a big annoyance.
Small timesave for the Ginso Tree escape sequence. When you save glitch the flooding cutscene, make sure to clear Sein's dialogue before saving. When you reload, the lanterns above the water element will already have dropped, and you will be able to use them to bash upwards and offscreen while the cutscene finishes. If you don't clear Sein's dialogue before saving, when you reload you will have to wait a few moments for the lanterns to drop.
Edit history:
Vulajin: 2015-03-16 09:20:49 pm
I've been practicing climbless, since it seems like this is the wave of the future. Quick trip report:

- Climbing from where you get Kuro's Feather back up to the top of the Valley of the Wind to set up for early Sorrow is not that hard. Just be quick on your triple jumps.
- Setting up a soul link on the perch to try early Sorrow is actually not as bad as I expected. It's a little funky, but should be doable consistently.
- Early Sorrow is no easier or harder.
- The triple jump over the quick beam to skip the fragment door in Sorrow Pass is doable with a different setup.
so i was doing a run earlier and the first block of the kuro end sequence decided to just ignore all collision...



one of the worst feelings in the world, never had it happened before so my brain didnt think to charge jump until about 45 seconds later, really sucks
Found a new skip



New to speed running, but I realize that saves a lot of time since you don't have to push the rock.
The cake is a lie
Quote from Fausk:
Found a new skip



New to speed running, but I realize that saves a lot of time since you don't have to push the rock.

Nice try but it's not new ^^'
Quote from Gyoo:
Nice try but it's not new ^^'


Gah, ok. Didn't see it really listed and didn't see it used in a couple speed runs. I'll keep looking.
Sup, I play Games.
K so I don't know if anyone else has experienced this glitch I just experienced. Keep in mind I have no idea how I did this, I also failed to be streaming Ori or recording or whatever so I have nothing to show, only a story lol.
So I was making my way to an ability point orb and while I was jumping I fell through the floor and heard me splash into water. I could then swim around and stuff but couldn't see where I was because the camera wasn't moving. Just as I went to hit the record button I feel through the floor again into the lower part of where I was (I basically warped through the wall and quickly got the the place below it). I WISH I was recording it because it blew my mind. Again don't know if anyone else has experienced this.
The cake is a lie
Quote from Fausk:
Quote from Gyoo:
Nice try but it's not new ^^'


Gah, ok. Didn't see it really listed and didn't see it used in a couple speed runs. I'll keep looking.


It's fine don't worry Smiley I was practicing this yesterday based on a full run video I found 2 days ago I think, so it's obvisouly really recent. And at least now there's a dedicated video for this trick.