Scyther, one other thing that you should test: What is the speed of movement when charging a slash, short-hopping and slashing and charging again, all while running. It seems to add a small speed increase as well as increase jump distance.
Pewable and I are not fans of the slide for movement at all. It's useful for passing opponents or charge-slashing (this should be abbreviated as CS, I'm thinking) while moving, but that's about it. The complete lack of control and dependence of flat ground doesn't seem too appealing compared to just running and CSing.
I can't find a way to get back inbounds at the bottom or in the middle of the gauntlet. Waiting for somebody to figure out a consistent inbounds glitch.
I'm having a ton of fun with this game thus far. My best time is 2h21m on Easy (no glitches) and its also my only speedrun attempt thus far. Once I 100% the game I'll start getting into the actual speedrunning of this game, I'm pumped!
I think we should have our own leaderboard for this game (kind of like a lot of the speedrunning communities here have ie. Crash Bandicoot & Ape Escape) where we could have Completion runs and any% runs on top of having Collective Beacon Run times (all Beacon Run times combined). I think it could be fun, and if no one wants to manage it, I'd be more than happy to!
When it comes to timing though, should we count in-game time? This is one of those situations where no timing method is truly superior. If we count in-game time then things like deaths and other mess ups won't be factored into the end time, which is really inefficient. But if we do time via an external timer like 90% of games do we run the risk of having unfiar advantages (certain systems may load faster, among other issues).
Also, what sub-categories should we have? Normal and Hard should each have their own sub categories for sure, on top of 100% completion and any% runs. Should we also factor in glitches and no glitches? At that point it feels like we'd be getting far too specific and having too many categories, but I'm just throwing out some suggestions. Personally I think that we should use in-game timer (though it pains me to say that) and should have Completion and any% runs with both of those categories having a "glitch and non-glitch" subcategory each, with Normal being the standard difficulty for play (at least boss fights are mildly interesting, and a handful of situations vs regular enemies are still intense)
Add me on Skype if you'd like - MGSPhantom
Add me on PSN if you play the game on PlayStation 3, I'd love to have some people on my friends list to race - Illuvial
Did it when I discovered the area, so it's doable without health upgrades etc. It skips all the building.
How do you reduce your knockback like that? Whenever I try it, it pushes me all the way back to the fence and I can't make the jump. Also, is this a viable glitch for a new run? Obviously you have all upgrades here, so if I did that in a brand new playthrough would it actually be useful? I';d test it myself, but as I said earlier, when it tried doing this on my latest playthrough I couldn't
Also, why are we calling it the OoB glitch? What does that stand for?
There is the sequence break ... Enter the Balrog early ! ( Dash is needed though.)
The game works fine once completed , you have access to the tower without having all the keys. It save a loooot of time , I don't know how much exactly but we will figure soon!
EDIT : It doesn't work after all ... I forgot about the enemy who need to be killed by the purple weapon on the elevator of the tower.
MGS, the knockback reduction is done by recovering in the air. I just mash jump to regain air control after getting knocked down by anything. Maybe I mash attack too? Sometimes I don't pay exact attention when Mario Party mode takes over my hands.
I'd also like to cast my vote for two run categories outside of difficulties and item%s, runs WITH major skips and runs WITHOUT. I don't want to jump the gun and call for a glitchless category because there may be less game breaking glitches. I just don't want such a fun game to have boring runs, through which 70% of movement is out of bounds in black space. It's nice to have another category.
MGS, the knockback reduction is done by recovering in the air. I just mash jump to regain air control after getting knocked down by anything. Maybe I mash attack too? Sometimes I don't pay exact attention when Mario Party mode takes over my hands.
I'd also like to cast my vote for two run categories outside of difficulties and item%s, runs WITH major skips and runs WITHOUT. I don't want to jump the gun and call for a glitchless category because there may be less game breaking glitches. I just don't want such a fun game to have boring runs, through which 70% of movement is out of bounds in black space. It's nice to have another category.
Thanks for the help! And I agree, if we end up finding out that 30+ minutes of the game is skippable through glitches we should have a glitchless and a glitch run
Quote from MilsTailsPrower:
EDIT : It doesn't work after all ... I forgot about the enemy who need to be killed by the purple weapon on the elevator of the tower.
What enemy? Maybe I'm forgetting something but I don't remember ever having to kill one non-boss enemy to progress the game (unless its a door that's locked until you kill everyone, which doesn't apply to this)
Remember the elevator before Meio ? There is an enemy with a purple shield , there is no way to counter it ( As I know.) The purple Cypher is needed for end the game.