MandM81 wrote:Thanks, cool video. Any cut-scene breaks or further SJs in that part?
nope, that's all
i'm taking the time to sum up the glitches we listed so far in one post to keep everything clear. comments in
red text whereas i'll
cross out anything that's completely irrelevant in terms of scoring so far. i also removed every mention of the PCM since it occurs in every part anyway.
Fairy Council
MandM81 wrote:Part 2.
- SJ on the first Mushroom in area 2.
- Returning with hands to the first area by jumping to the wooden bridge.
- Numerous SJs and GWs in the last area. Worthless with regard to scoring (so far).
Part 3.
- SJ triggered on the doorway to the circular pathway with the Pigs. Makes you enter the room above.
-> No way back down other than with the glidewalk so far
- Jumping on the frame of the Glass Lift to reach the Hoodblaster across the room.
Part 4.
- SJ near the entrance makes it possible to reach the top platforms on the screws.
- Numerous SJs and GWs make it possible to commute between the room with the jellyfish trampolines and the Fairy room. Points gain a possibility. Not fully explored. Videos exist on YouTube.
- GW in the Fairy room combined with jumping the trampolines allows exit of this room through the wall. This is not fully explored. Video exists on YouTube. don#t see how that helps?
Part 5.
- Numerous SJs and GWs. Nothing interesting so far. Videos exist on YouTube.
Clearleaf Forest
Cut wrote:There we got the Cutscene-Breaking in part 1 let's call it "teleporting trick, launching glitches to activate said trick
two superjumps in CF part 2 (they're the same as in the speedrunners strat for CF2)
and the mushroom-trick in CF3 (Jona 2006, you remember?)
Bog of Murk
Cut wrote:Mushroom Trick in part 2, Mushroom Trick in part 3, Razoff Villa Glitch, Razoff Dungeon Glitch. Nothing special or new here I think
wth i thought we were talking glitchtes here, so whats the point of listing the mushrooms that require simple jumps to reach?
Land of the livid dead
Cut wrote:LOTLD: Mushroom-Trick in part 1.again, not a glitch Infinite Powerup Glitch and Superdive in part 2 (Superdive is NOT possible in LOTLD3 and 4 but in LA3, unfortunately useless), the combination of IPG and Superdive has some crazy influence on some level-elements. The balloons disappear and the final hoodlum with the yellow can is missed. The maximum-score stays the same.
Part 3 has a Superjump/Glidewalk to skip the whole level. Not interesting.In Part 4 you can skip the whole level too by a Pigroll. Part 5 has Roket's Glitch
Desert of the Knaaren
MandM81 wrote:Part 1.
SJs in the second area.
Knaaren glitch, non-glitch alternative.
Part 7.
SJ can be used to reach and break the cage to get the HMF.
The Hoodlock Shield glitch.not really a glitch imo
Part 8.
SJ used to reach level with Hoodblasters.
Longest Shortcut & Summit beyond the clouds
Cut wrote:LS got nothing, you can skip the crowns in every part with Superjumps/Glidewalks.
SBTC has the Ship Glitch which is impossible on PS2, but with a working alternative. SBTC2 includes some high jumps, most of them are only possible with extended Jump-Height (Xbox, maybe GC definitely on GC, but it's almost impossible, definetly not on PC), but there are so many points that it won't hurt to miss some of them. Part 3 has tons of launching-glitches due to the crappy collision-detection and one of them is the green-gem-launch for 111-112k points.
Hoodlum Headquarters
MandM81 wrote:HH has previously been seen as one of the least glitchy levels. There are a number of GWs and SJs, mainly in part 2. They are good for exploring but don’t really add anything score wise. These glitches are all found in the speedrunner videos.
I've been looking for IPGs in part 1 a while back and found several ways to glitch out the warehouse cutscene so that it completely freezes the game. it obviously doesn't have any purpose whatsoever.
also, there's the horrible machine glitch that allows you to get several parts of the fight in one combo, only useful if you're not going for the maximum
Tower of the Leptys
http://youtu.be/m6NpXundKgc
allows to get the secet room in combo, which is worth about 200 points.
in addition, there is the ipg in part 2
one thing i'd like to add on though is the fact that the ipg does not have any level border breaking abilities as people keep mentioning for some reason. i remember xenon talking about the ability to walk through walls way back when the argument started. that is just not the case. you cannot pass any invisible walls through the use of the ipg, it's just that there are rooms that do not have a ceiling so you can leave those rooms through the top.
so this is the finished list. what's the next step?