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I also managed to do a corrupted Level 1 warp from the First Room (which normally takes you to Level 7 or Level 8).
Joined: 12/26/2018
Posts: 269
also, here's the only evidence of my level 12 warp. As you can see, the glitch combined the upside down menu letters, and the guard/skeleton sprite corruption. I had the special debug code activated at the time, as you can see. I used that for jumping around the game to document various enemy and cut-scene corruption after the glitches were performed. I do not know whether or not the activation of the debug code has an inherent impact on the glitches. My initial guess is No, because I've been able to consistently recreate several glitch combinations with and without the activation of the debug code.
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I know this is a bit tedious, especially the idea of having a speedrun that wastes precious time running back and forth through level 1 for an inordinate amount of time. But the implications of the Level 12 warp may be enough to overcome the time playing levels 8, 9, 10, and 11. Note for attached picture: when sounds glitch, a freeze is imminent. A freeze will usually occur almost immediately, or within a few seconds of resuming in-game play. When this doesn't happen quickly, do not become confident that you can continue. It will happen soon. I have encountered ONLY one exception to this rule: in one glitch, every sound (foot steps, gates, panels, drinking, swords, Every Non-Musical Sound) was replaced by a buzz. After a couple of minutes, changing levels, skipping levels, replaying levels, I began to think the game would not freeze. But about 8 minutes later, it froze. If you encounter a sound glitch involving different sound effects or muted sound effects, do not continue. You will not be able to complete the game for the purposes of a TAS Speedrun. I say "do not continue" on the assumption that Manual Soft Reset is not encouraged for the TAS video. A Soft Reset would correct the sound issue, negate the impending freeze, and allow a continuation of the previously buffered warp patterns. It is possible that some warp solutions could involve Manual Soft Reset. As long as "Best Time" data (random nonsense times all over the board) has not been cleared, the buffer patterns will continue to have an effect on future glitches.
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Thanks for the map, because while I'm not still able to get level 12 warp, I got a warp to level 8 on that #5 hole! http://tasvideos.org/userfiles/info/52171179933082950 And I managed another completely new warp, to level 6, from hole #2! http://tasvideos.org/userfiles/info/52171100875200925 Less broken graphics (but the "X" kill ability doesn't work): http://tasvideos.org/userfiles/info/52173279020826580 level 6 checkpoint (a room before boss): http://tasvideos.org/userfiles/info/52173353379610868 Emulator used: BizHawk 1.13.2
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I couldn't resist encoding this one. Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
I couldn't resist encoding this one.
Thanks! This is quite fascinating. I hadn't considered the possibility of doing END GAME on the way UP instead of DOWN! Unfortunately, this Level 6 Checkpoint Warp is unstable, as you can hear the corrupted sound effects. In other words, any continuation of this path would most likely lead to a freeze before the TAS could reach the end of the game. Anyway, this is amazing. I'll have to do some more tests myself with the UP direction.
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Challenger wrote:
Thanks for the map, because while I'm not still able to get level 12 warp, I got a warp to level 8 on that #5 hole!
While I cannot remember the specifics of the level 12 warp, I can give you a general idea: I think I did #2, #2, #4, #2, #1, #2, #4, #5, #2, #5, with a crash somewhere that did not clear the memory. It was fairly random, because I was just continuing to mess around, without paying much attention. At the time, I was experimenting with the different sprite manipulations, and had no idea a level 12 warp was possible. The same the second time. I can see from your movements in the video that there may be some element of timing, and other actions prior to doing END GAME, so I must assume there are other ways of buffering in the correct memory manipulation to recreate the level 12 warp without spending 5+ minutes and multiple resets. Also, in theory, you could use #2 + #1 to successfully warp to 7 or 8 with KILL, then go back to level 1 afterwards for further experiments. I am pretty sure that when I got the level 12 warp, I may have warped to level 7 first, then come back. This adds to the buffered memory manipulation. I think it would be a funny video if you warp to 7, then 12, then 8, then 17. haha, bouncing all over the place! I have a question: I notice in one of the videos, you go to the right, and END GAME when you are approaching the Final Guard. Did that really make a difference? If so, perhaps every room transition can provide some changes, not just the ones I highlighted on the map.
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hey! good news, Challenger. I buffered in a couple more exits, from #2 & #4, and got a completely stable warp to Level 6 Checkpoint (#2 UP), no stage corruption, no sound corruption. I was also able to get normal Warp 6 from #2, and normal Warp 8 from #5, like your videos. Pretty Cool! However, I had one other warp to an unknown level. It was probably Corrupt Level 1, because very dark, and level 1-3 music. I began on Top Level, started to run left, and immediately fell two levels, and hit bottom for instant kill (#255 room link). I cannot remember any room like this in the game. Also, a warp to Level Zero, but this time flying around, like in level 15 when you use Teleport Door from wrong room. Weird! Here's a picture of completing Warp 6 Checkpoint with No Corruption. Password screen shows ---:-- time, because it did not start from the beginning. Decoding this password says 8:39 elapsed, so the Warp caused over 8 minutes jump. Also, you can see 7 health. This is like what I saw for the Level 8 Warp, sometimes gets 7 health instead of 3. This Level 6 Checkpoint Warp also activated KILL button.
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Akuma wrote:
I have a question: I notice in one of the videos, you go to the right, and END GAME when you are approaching the Final Guard. Did that really make a difference? If so, perhaps every room transition can provide some changes, not just the ones I highlighted on the map.
Reaching the final guard change certain things, and I also did with level 7/level 8 warp - for avoid freezing game. Other thing, here's the upside down you're mentioned before: The flipped corruption (last 2 screens), I did on level 4, which I warped from hole 4 - 8 minutes left. A slighty different position will result warping with 4 minutes left. Well, I did certain corruption on a certain hole of level 4, and returning from stage 1 hole #5, I reached it.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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ok, got some big news! I figured out what the mystery level was! It must be Level Zero, Playable! In the image below, I map out where you begin the level. You are inside the wall, and if you proceed to the left, you will die when you reach the end. If you proceed to the right, you will go out onto the ground below, and begin normal adventure. Once you have come out of the wall, all normal rules apply, and you cannot go back inside. Now you are in a clone of Level 1, but it is Level Zero. Special rules for Playable Level Zero: #1, you begin play with scrambled buttons, invisible menus, and corrupted dark world. You cannot see anything except The Prince, The Guards, and The Bottles. (Since you know how the menu works, you can blindly access button control, hit "Initialize" to reset all buttons, and then blindly redefine buttons as needed.) #2, KILL Button is now enabled. When redefining buttons, you can assign KILL to a button. #3, you begin play WITH the sword, but you Must Not Use Sword. If you engage in battle with a guard, play will Immediate Stop, and you will be instantly warped to Level 6. As long as you do not pull out your sword, you may continue to explore Level Zero. With KILL Button enabled, you can kill guards to avoid pulling out your sword. (I have done this with both guards. Either battle immediately results in Warp to Level Six.) #4, killing guards will not prompt the "Victory" Music, because this is Level Zero. All Other Sound Effects should behave normally. #5, once you complete Level Zero by going through the EXIT DOOR, you will then begin LEVEL ONE. It will still be corrupt (bad visibility), but once you complete LEVEL ONE, the Princess Cut Scene will remove Level Corruption before LEVEL TWO. #6, during exploration of LEVEL ZERO, all glitch holes are still fully functional. I did not continue experimenting much tonight, because it's late, but before I stopped playing, I was able to use Hole #1 to Warp to LEVEL SEVEN, and Hole #2 to Warp to LEVEL SIX, while exploring LEVEL ZERO. I reached LEVEL ZERO by the following pattern: #1 -- Go to Room with Final Guard, turn around, and END GAME when leaving Guard Room. (Goes to Main Menu.) #2 -- Drop down Hole #2 four times, then END GAME going DOWN. (Reset to beginning of Level One.) #3 -- Drop down Hole #2 four times, then END GAME going UP. (Screen will flash three times, then place the Prince inside the wall, at the following location) --
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I got another non-corrupt Warp to Level Six Checkpoint tonight. This time, the Warp caused increase of health to 15 units instead of 7 units. I also had another non-playable level zero warp tonight, but instead of flying fast, I was flying in slow motion, and I was blue (like the game gave me a Slow Bottle). I hit "Select" to see what information I could get, but this button froze the game before the menu popped up! I think the answer is the starting position. Perhaps if you are all the way inside the wall, you can stand, but if you are on the edge of a wall, you will fly away, in search of a floor panel. (Like I said, using Teleportation Door on level 15 from Wrong Room, probably sets you in an illegal spot, and the game sends you flying away.) Very interesting that this one time, the Level Zero Warp also gave me Blue Power! lol. I wonder what's next.... maybe a Level 20 Checkpoint warp, and beat the game in 1 minute with no passwords, and no Jaffar fight. lol.
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I also managed that playable "level 0" before, but haven't explored completely.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Challenger wrote:
I also managed that playable "level 0" before, but haven't explored completely.
I mentioned you cannot battle a guard, or you will trigger instant warp to level 6. The same thing happens if you venture to the bottom, and pick up the Sword. (Even though you start with Sword, it's still down there for collection.) I have an incredible update now. You should look into the further implications for an entertaining TAS video. Whenever you trigger 15 health on the Level 6 Warp, it is not 15 health. It is infinite health AND Invincibility! You cannot die. But caution! If you are caught by spikes, you cannot escape, and must END GAME, which will end Invincibility. If I can manage to get it again, I will check to see what happens with a long fall. If my suspicion is correct, Invincibility + lethal fall will make you stuck on the ground, but if you are next to a wall at the bottom, you will pop back up. I will confirm this later. An invincibility run could save significant time at the beginning of level 13, after the first guard, to fall down three screens to the room with two door panels, and skip the Red Guard. Also, level 14, to fall down on the right side of the gate which protects the End Gate Panel.
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Alright! Got some developments today! I'll post up some pics & a video tonight after work. So I've confirmed the Invincibility on Warp 6. You get 15 health units, but they all stay Red no matter what. Get hit by a guard 100 times, fall on spikes, fall down the highest cliff, nothing kills you. I made a video jumping down the cliff after the first guard on level 13. I fall all the way down, and then stand up like nothing happened. This presents an opportunity to save time on many levels, but unfortunately it would not save enough time to offset playing levels 6, and 7. (It would be faster to just warp to 8 without invincibility.) If we can find a way to combine Invincibility with Warp 8+, that would be truly awesome. Also, I have an official way to access Playable Level Zero with No Corruption. You can see everything, including Menus. There are 4 different ways to access Playable Level Zero. I can only do 3 of them consistently. The 4th way makes the Prince permanently blue. Unfortunately I made a mistake & left the level (sword warp) before I could confirm what happens with Blue Prince (does he float? does he stay blue on next level?) Time is frozen on Level Zero, so you can play forever. Once you leave level zero (sword warp, Hole warp, or finish level) time will resume countdown on next level. A very interesting aspect of Level Zero Warp is that the Prince is in Two Places at the same time, and you must merge the two positions (one above & one below) to avoid dying. I'll provide pictures & explanation tonight! Aside from possible permanent blue status, or some other property not yet discovered, I think there may not be any practical benefit to Level Zero. Perhaps you can warp once, but you cannot do a series of buffer patterns while remaining inside Level Zero, as almost everything just sends you back to Main Menu. I'll keep working at it until I can confirm Permanent Blue Status. Theoretically, that could save a lot of time throughout the game, and create many shortcuts (extended reach for jumping across, and extended range for falling safely).
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Interesting stuff! Hope if you can find and document more stuff, since this game is a mystery for me and after level 1, the other levels must be tested. There are certain points of level 3 where you can exit this game just before entering a next screen and dying on the same time - one can corrupt the same stage, other can warp to level 7, and other can reset to Konami logo.
Akuma wrote:
I mentioned you cannot battle a guard, or you will trigger instant warp to level 6. The same thing happens if you venture to the bottom, and pick up the Sword. (Even though you start with Sword, it's still down there for collection.)
I already tested it before.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Here's a video of invincibility. I've done this about 8 times now. (warp with 15 bottles added) -- 3 times stable, 3 times unstable (bad audio, eventual freeze), and 2 times I was given 15 bottles, but it was not invincibility mode. I still can't quite figure out the exact thing I'm doing, but I'm pretty close. It seems like something different happens every time, and I'm only using console, not emulator. Link to video Link to video
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Some corruption freezes this game as soon as you touch the "switch" button. This has occurred when I managed that "upside" corruption before. The invicibility glitch is great! But before, this game needs more research between stages - routing.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Challenger wrote:
The invicibility glitch is great! But before, this game needs more research between stages - routing.
Right now, I'm using the POP Level Editor to move the holes around on level 1 to see what happens to the warps. Lol.
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ok guys, great news. I have officially documented a series of exits that creates a completely stable warp to Level 6 Checkpoint with Invincibility Mode activated, and no freezing or resetting of the console. It is official, and can be duplicated by anyone at any time, very easily, with console or emulator. This is for USA version. I have not tested on JAP version. I will try to post a console proof video later this week. Invincibility Mode covers two types of damage: Fatal, and Non-Fatal. You have infinite capacity to take damage from non-fatal hits. But there are limitations for fatal hits. You can fall down 4+ levels, land next to a wall, and you will survive this hit. But if you climb up and do it again, you will die. There are multiple varieties of Invincibility Mode, based upon Fatal Hit Capacity. I have mostly encountered #1, but the variety available in the warp I discovered today is #2, so you can survive 2 Fatal Hits before the 3rd one kills you. In all cases, you can use up your Fatal Hits, and then replenish your Fatal Hit Capacity by drinking a Big Bottle, or by manually adding health with the "Boost Meter" option on the Debug Menu. Be aware that surviving Fatal Hits is not always good enough, because you will lose control of the prince if you become stuck. You will not become stuck from a long fall if you land perfectly next to a wall (as you can see in my video of level 13 above). But in most cases, falling too far, or landing on spikes will effectively end your progress. If you select [END GAME], and return to Main Menu, Invincibility Mode will be lost. You can avoid this by Level Jumping, using the Debug Menu. If you become stuck, you could start the level over with Level Jump, or select another level. Finally, I have discovered that whenever you warp, and "KILL" button has been activated, this essentially means that the Special Password has been activated. So as soon as you warp, you can pause, and input the B,Y, Up, Down, Left, Right, L, R button command to reactivate the Debug Menu without actually putting in the password. In other words, you can technically warp, activate Debug Menu, and jump to level 20, without ever "using a password." So in the future, we may have to consider more specific rules for the different categories. A category that simply rules "no passwords" can be beat in a matter of 2 or 3 minutes by setting up a warp, activating debug, and then jumping to 20, and instant-killing jaffar with KILL BUTTON. If a category rules "no level jumping & no passwords", the KILL button could still be used to great effect, saving massive time on all the guards and bosses. I would propose 5 categories: (all of these should be no freeze, no extra reset, no input passwords) #1 -- no warp, no kill button, no level jumping. (Challenger's TAS). #2 -- collect all Big Bottles; no warp, no kill, no jump. ("100%"). #3 -- Debug for Kill Button only; no warp, no jump. (possibly sub-30 minutes.) #4 -- Warp & Kill ok; no jump. (possibly sub-20 minutes.) #5 -- Warp & Kill & Jump ok. (possibly sub-3 minutes.)
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I figured out some further modifiers for the glitch. In one of your videos, you went to the room with the final guard, turned around and jumped back towards the edge of the screen before exiting the level just on the screen transition. This is not necessary, because the change to the pattern is registered simply by entering the room with the guard. You could save time by pausing on the last frame of the room before the Guard, exit, and then the prince would enter the room with the guard for 1 frame as the game is exiting. A similar modifier is triggered by entering the room with the other guard. THIS was what I wasn't understanding before, when I originally assigned a number to the hole below the other guard as "hole #3" in my diagram. In fact, there is no glitch to be made by using that hole. In fact, the modifier is added simply by entering that room. You can go to that room at your leisure, and exit at any time. Or you can exit while going up "hole #3", and "entering" the guard room with the last frame. Or you could go through the gate, returning to the other screen, and then exit. Simply by having entered that room recently, and then exiting soon, the modifier is applied. You can also use the Level Jump to "jump" to Level One, instead of using "GAME END" to return to Main Menu. This saves a little time since you skip the main menu. With the actual "Hole" glitches, you do need to use "GAME END." ------ I found out that Level 20 Checkpoint massively changes the patterns. I found an almost instantaneous route to Invincibility Mode: Simply defeat Jaffar, return to the Hallway, and then immediately "JUMP" to Level One, and do a SINGLE "UP" glitch on hole #2. This will warp to beginning of Level 6 with Infinite Health, and TWO anti-fatality capacity. The fastest way to enable Level Jump without the Special Password that I have found is to Enter the Room with the Final Guard, Exit, then do a SINGLE "UP" glitch on hole #2 to enter Playable Level Zero. At that time, you can PAUSE, enter the special button command, and then activate the level select menu for level 20. ------ I found an entertaining glitch. If you activate Level 20 Checkpoint, jump to Level One, and perform the Level Zero trick, at this time, you can do another SINGLE "UP" glitch on hole #2 to warp from Level Zero to Level Zero, and the Prince becomes frozen (no controls), but floating towards to the left. At this time, you can level jump back to Level 20, and the Prince will float to the Exit to complete the Game very quickly. Quite funny. I also found out that you can bring objects to level 20. I went to level 16, picked up the Potion of Warp, and then jumped back to level 20 before the Prince drank the potion. Upon drinking the Potion inside level 20, the Prince warped to Room #17, which is unused, so he appears in the middle of a black screen, and falls to his death. lol. I have created a ROM Hack where Room #17 has a hallway, and an exit door. I put a wall against the Princess' Room (the exit line), so the prince cannot beat the game unless he employs a level jump (object/position glitch). muahahahahaa. ------- I have also found that in some patterns, instead of doing the "Quadruple" Up #2, you can do a "Single" UP, followed by another "Single" UP, which tends to be similar, but in some cases creates a stable warp where the "Quadruple" Up would lead to a sound glitch & freeze. Reference the video of your glitched Level 6 Checkpoint Warp. That's what I call "Quadruple" UP, because you go up and down through the hole 4 times, instead of once. ------ I find the Japanese Version of the game to be quite disappointing. Between #2 & #4, I've only managed to uncover 2 sprite scramble combinations, and no warps. So far only a couple of Intro triggers, and one crash. For the most part, it seems almost impossible to get anything interesting to happen. It is fortunate for us that so many interesting glitches appeared in the USA version!
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Ok, so I've documented the perfect combination of glitches, to include Playable Level Zero, Completing Level Zero, stable Warp to 6 Checkpoint (OR 8, Player's Choice!!), with Invincibility, and no video corruption. And more importantly, No Return to Main Menu, no passwords, no button control scrambling. So all of this can be used for the Ultimate Clean & Entertaining Speed-Run setup. The setup before Warp requires about 2 minutes real-time, because you have to do 3 glitches in Level One to reach Level Zero, and then you have to drink a potion and complete Level Zero, then one more glitch in Level One to warp out. The Level Eight Warp takes a little more time, because you have to travel to Hole #5 (see diagram). The interesting thing here is that each of the 4 glitches used in this combination decreases the game clock. To 36, 34, 26, and 24 minutes respectively. So you will begin Level 6 Checkpoint (or Level 8) with "24 minutes remaining." (23:44.) This presents a fun challenge for speedrun players, because Challenger's TAS plays Level 6 Checkpoint through end of Level 19 in about 23:08 game time (36 seconds to spare), so you have to maintain an impressive pace to reach level 20 before time expires. Personally, my manual time on console is about 22:45, so I'm a little over 20 seconds better than Challenger's TAS during that interval. Of course, this is including the advantage of Invincibility Shortcuts and Kill Button, although I lose 10 seconds on Level 19. Challenger's trick to run across the bridge and step over that hole is something I just cannot do consistently at the end of a long speedrun. I do have a backup combination for those who do not want to be pressed against the clock. After warping, you have the option of Exiting back to Main Menu, and then repeat one or two steps to warp again with Invincibility and 111 minutes remaining. So not to worry! I am extremely eager to share the setup with you guys. I promise I'll put up a youtube video this week if possible. After that, I will be working on a speedrun video to incorporate the warp and invincibility shortcuts in full. I have a slightly better way of describing Invincibility now: imagine a hidden health meter at bottom, below your 15 bottles. It can either be 1, 2, or 3 bottles. Normally, there would be only 1 bottle, and 1 fatal hit will black it out, and you die immediately. With Invincibility Mode (depending on which one you get) you'd either have 2 or 3 bottles down there, showing that you can sustain a fatal hit or two without dying. Whenever you get down to 1 bottle left, the next fatal hit will kill you. The Invincibility Mode I've setup in the above combination is maximum invincibility, so you have 3 fatal hit bottles, meaning you can do 2 Invincibility tricks without dying. This meter resets to full capacity each level, so you can perform at least one trick on every level throughout your play-through. As it stands, I think the only levels which will allow for Invincibility Shortcuts are levels 13, 14, 15, and 18, based on design. Theoretically, one can be used on Level 8 after grabbing the "Big Bottle" to jump all the way back down, if one were to engage in a "100% run" to collect all Big Bottles. But that is not relevant to an "Any%" run.
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https://i.imgur.com/zSpW3dn.png Lol, playing "Level Zero" on my phone at work. MOD EDIT: Unembedded massive image -Mothrayas
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An interesting point for consideration: In total, the "Invincibility" shortcuts, such as jumping down the long cliff in Level 13 in the video above, save about 35 seconds, better than the TAS. However, all of the "Invincibility" setups take about 35 - 40 seconds longer than the "Clean" Level 8 Warp (no video glitching). So it would seem that in the end, a simple "Warp" TAS may be able to finish the game slightly faster than an "Invincibility Warp," which is a little bit disappointing. Of course, a "dirty" Warp 8 could finish even faster, but I think there is some merit to the argument that there should be a category for TAS's & Speedruns where video glitching is avoided, as I think it would be more appealing. Separately, I have found some various fascinating visual glitches that could be used for a compilation video, with the idea being to use Debug "Level Jump" to carry over the corruption to other levels, and try to beat them "blindly", while the dazzling colors offer some distraction. Several things to think about as I begin the process of making videos!
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Ooh, Challengeeerrrrr.... I've found Sprite Corruption that allows the Prince to run underneath CLOSED GATES. haha. I'm blowing up all records. It's a variation of the Sword Sprite, a picture of which I shared earlier in this thread. In this case, the Sword Sprite wobbles around as the Prince runs, causing the Collision Box for the Sprite to transition back and forth from a height of 10 pixels to a height of 0 pixels. Because it depends on the timing of this wobbling running animation, spacing is an issue. Sometimes the Prince will run straight through a Closed Gate completely undisturbed, and other times he will Collide with the Gate and Stop. For the purposes of Speed-running & TAS making, some planning may be necessary to create the correct spacing. However, in almost all cases, a Gate can still be skipped, even if optimal spacing is not achieved on initial approach. If you step up to the gate, turn, and do a fast U-Turn, you will run under. If there is not enough room for a running turnaround (only 1 panel) simply step away to the edge, then turn and run under. The only exception I've seen so far is approaching a gate from below. This Sprite has a normal body during a climb, so the Prince will face-plant the gate, and go back down. I'm gonna do step-by-step tutorial videos for the various warp setups, but I think I might just do a teaser Speedrun of the Gate Thief, and hold on to this secret for a little while. =)
Challenger
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Interesting stuff! I'll look forward for the walkthrough about these finds, since I haven't checked more stuff for 3 weeks.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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