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wtf_boom509: 2014-01-17 09:05:45 pm
wtf_boom509: 2014-01-17 08:59:24 pm
wtf_boom509: 2014-01-17 08:52:26 pm
While I was messing around I found the paraglider recoil glitch which can be used in the episode 1 safehouse (use the megajump on one of the windows to get in) . It is triggered by megajumping and then when you are close to hitting the roof trigger your paraglider, which can do some crazy stuff. For example, in Episode 1, outside the safehouse there is a car. If you get on the left side, and use this, you can (it's very rare) fly really high and a Press O button to enter door header will appear, and if you press it the game crashes. The glitch can applied almost anywhere where there is a low roof. Will be posting example video later. This could be viable for a speedrun, because in some areas the megajump is not needed.
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Part of a balanced breakfast.
Interesting, but I'm misunderstanding something. If the game crashes when you do it, why would it be good for a speed run? Are you saying you could warp to indoor areas faster with it? Because that's all I can think of.

Looking forward to seeing the video, and if there's any chance it will save significant time then I might have to do another segmented run lol.
Edit history:
wtf_boom509: 2014-01-18 06:36:02 pm
wtf_boom509: 2014-01-18 03:30:13 pm
There might be a way to warp indoors without crashing it. It doesn't look possible to get the same result consistently though. The flying OoB and such is, but the trajectory seems random. And just so you know, I once flew OoB and it looked like I was falling forever, but i waited for 10 minutes and the world map appeared below me and I landed. Woah. I'm getting the video encoded now.
EDIT: Here's the video
EDIT: Also, this can be used wherever there is a low roof like in the video, so if you can find a good place to do this, then it could be used for a speedrun, could it not?
Part of a balanced breakfast.
I'm gonna say unless there's a way to get it more consistently, and as a result you can save on level navigation, then it might be useful for a speedrun. As is, I don't see it being particularly useful.

I don't have my video games with me at school, so I can't test this out right now. I'm eager to hear if you find anything, though. Could be viable in a segmented run at least. Single-segment probably not so much.
Edit history:
Surreal: 2014-01-20 07:34:48 pm
Surreal: 2014-01-19 11:24:10 pm
Surreal: 2014-01-19 11:10:26 pm
Surreal: 2014-01-19 09:48:09 pm
dabes
Guess I'll post in here cause this was recently made.

I've been playing through Sly 2 while hunting for glitches. Despite all of my experience in Sly 1, it's become clear that Sly 2 is built much differently, in ways that makes it very difficult to break, which I will list here:

1. All areas you enter via door/gate have the loading zone tied to actually opening said door or gate. Doors you enter in cutscenes are also tied to the cutscenes. This means that there are no loading zones just sitting behind the doors that you can reach with the Quicksand Glitch (As I have been calling it, as you quickly sink through all floors and walls as if it was quicksand).

2. Though Quicksand Glitch lets you go through all walls and floor in the areas you can initiate them in, I haven't found a use for it so far, mainly due to the above mentioned.

3. Cutscenes where Sly talks to Bentley over the binocucom are actual cutscenes, not ingame cutscenes, meaning time freezes in the game when they start, and where you're looking through the binoculars isn't where you actually are on the map. This is important in that it means that you can't get hit during cutscenes, or move, or do things like slide/boost/whatever into something that'd kill you like water or a pit. Quicksand Glitch doesn't help with these cutscenes either, you'll just start oob below after they finish.

4. Triggers, triggers, and more triggers. Since the loading zones for other areas are usually tied to doors, you can't get to areas early. Not to mention, you can't enter these doors early as the doors or gates don't become "openable" until you start the mission itself.

5. The nature of the missions. Many of them are very list oriented (Collect these items, Go to point A, then B, then C, etc). Usually things like this can be skipped in other games by skipping step 1 (say, collecting the last item in a quest early and having it count as collecting all the stuff leading up to that item), but this game usually has them all out at once to collect, or if it's an A to B to C mission, nothing happens going to point C first, and so on.

I just finished Chapter 3 though, so maybe there might be stuff to find down the road, but for now, I'm reaching dead ends all over thanks to the above mentioned. I have found some interesting things however:

Here's an interesting movement trick I found. If you start the charge spin as you jump (Square and jump immediately after, holding square), then you can initiate the charge spin while sliding down slippery slopes such as this, and then jump out of the spin and do another charge spin jump, chaining them together to climb up areas you normally couldn't (even with triple jump). Besides this spot here though, I'm not sure if this would be useful anywhere else however:



I also found a little zip in the third chapter hub off of the elephant post. I don't think this is easily replicatable, and it would only serve purpose to zip into the cutscene to start the first mission:



Other than these two things, I found an oob in the intro stage that allows you to climb on the ceiling above the map via triple jump. It also allows you to enter a part of the map you normally couldn't reach (the hallway after meeting with Bentley, with all of the pig guards behind the barred walls). Unfortunately, I was stopped with invisible walls, which prevented me from running over the map to pass cutscenes and head to the end. I don't have a highlight or recording of this trick, but I could make one if desired. You simply have to triple jump into the post to the right of the doorway with bars that Murray breaks by throwing the pot at (it's right before Carmelita). The top half of the pillar on the corner of the building isn't solid, and you can just triple jump again from there to get on the roof.

I'll leave any more updates if I find anything else.

EDIT: Something else I also found was a potential stunlock on Rajan fight. I'm not sure if you gradually lose time between attacks or distance, but if you're really close when you start punching, you can hit him nonstop with punches and he'll be knocked back before he can hit you.
Part of a balanced breakfast.
Were you trying to post videos, Surreal? Because I can't see any.

I'd heard of that trick in the intro level, but as far as I can tell it's a dead-end. Would love to see the videos of the other things you found.
dabes
It must be some weird glitch on Twitch's end. They all showed up fine for me. I uploaded them all to Youtube and put the YT embeds up, maybe those will show for you.
Edit history:
cooopercrisp: 2014-01-20 09:03:36 pm
Part of a balanced breakfast.
Yeah, those look fine.

The trick to get to Rip-Off the Ruby wouldn't be too hard to segment. It's probably faster than the long way around when done perfectly.

The Rajan fight would be slightly more annoying to perfect, as it's at the end of a long mission.
I don't have any glitches, but I do have a little trick that would save the tiniest bit of time. When you push triangle while falling, you go faster than falling normally, but pressing square while falling, doing the overhead cane swipe, is actually faster than pressing triangle. Not by much, but by a little.

Also, what is a triple jump, and how is it executed?

(The way I discovered that square is faster than triangle was this: I beat the game 100% so I could get the mega-jump gadget, then entered the cheat to go to the tutorial level. If you glitch out of the building, which is shown in the video below, then you can jump from the roof of the building onto the road or some other area that doesn't have collision. Looking up, you can see the edge of the skybox, so there is a large black circle around the level. Pressing triangle while falling like this speeds up the shrinking of the black circle, but pressing square makes it shrink faster, showing that you are getting farther and farther away faster than before.)

Part of a balanced breakfast.
Well, that kind of a trick would be useful in a speed run for sure. I thought the dive spin was the only thing that increased your fall speed. Didn't realize the cane swipe did, too.

There'd have to be a bit more than that to justify going back to a six hour game, but it's a nice find.

If anyone can find some other tricks like this, I might just have to muscle through and put in a better run.
I also found while trying out the paraglide recoil glitch that you can stick to textures that act as ceilings and floors if you spam R1. One example is in Dimitri's Nightclub; the floors that are grates that you can also go below. Mega-jump or double jump up to it and spam R1, and you will stick. You will also be able to move around, which, if there are large ceilings like this, allows you to cover large distances without ever touching the floor. Not really sure if there are any large ceilings like that, but it would be cool if there were.