Greeting everyone! I’m Yûe, and I’m here
with your weekly Regular Unofficial Speedrun
Highlights, now with infinitely more commentary!
Rush and I are partnering together in order
to attempt to increase quality and add an
extra layer of professionalism. Please bear
with us as we attempt to figure out exactly
what works, and what doesn’t. Feel free
to leave any feedback or criticism down below,
so that we can improve, as we continue to
develop the channel. With that, let’s get
right into your weekly highlights!
Getting Over it with Bennett Foddy is a game
for masochists. Between the over responsive
controls, touchy movement and difficult platforming,
the game is designed to be frustrating. But
for those who really love pain and suffering
there’s something oh-so worse. Getting over
it…. With touch controls. Unsurprisingly
The IOS version has a speedrun as well, and
while it’s obviously not quite as refined
as the PC version, Derpidude has recently
achieved sub 2 minutes on the run, bringing
the IOS World Record much closer to the 1
Minute 27 Second overall World Record.
A usefull new glitch has been discovered in
the Ocarina of Time community which enables
runners to skip the collapse sequence near
the end of the game. This technique has been
confirmed to save time in both 100% and Any%,
but the techniques and glitches used here
could possibly be applicable and help save
time in other categories as well. While this
glitch hasn’t been used in a live run as
of yet, it should save upwards of 2 minutes
on the 100% run, but some have theorized that
combined with a few pathing changes it could
save around 4 minutes total, All of this could
very well allow sub 4 hours to not only become
possible, but become feasible as well. While
it’s hard to tell exactly how impactful
this glitch will become as of yet, we’ll
definitely be keeping an eye on the Ocarina
run, and keep you updated.
There’s recently been a few interesting
developments in the Super Mario Odyssey Any%
speedrun this week. Most notably, in the span
of a week Suisaiga has managed to improve
upon his world record a total of 4 times,
shaving off a few seconds each time, which
has culminated in the first sub 1:02 in the
category. Also notable, is a newcomer to the
heated competition for first place between
SuiSaiga and NicroVeda. This week Reyalsdiorte
M managed to cut off a whopping 52 seconds
from his previous record in the span of a
month, placing him in a solid second place,
and in a good position to compete for the
record.(edited)
ESA Summer 2018 is beginning on Friday the
20th. While I know we’re all still recovering
from an extremely enjoyable SGDQ, if you’d
like to watch another entertaining charity
Marathon, make sure to tune in to ESA beginning
this friday, and give a smaller event your
support! This year they’re funding Save
the Children international. We’ll be sure
to report more in depth on the event after
it’s begun, when there’s more info to
dig into.
As SHiFT is a classic for this channel, I’d
be remiss to not mention that a new skip has
been discovered in Battle for Bikini Bottom.
I’m not super well acquainted with the details
of this run or skip, but from what I can gather
this glitch allows runners to skip Sea Needle,
removing around 10 seconds total from Any%.
While 10 seconds might seem slight, it’s
a large step towards reaching sub 56, as the
new changes allow for much further optimization
compared to what’s currently being used.
Breath of the Wild has recently had some very
exciting glitch discoveries, which are completely
changing the pathing and removing vast swaths
of time from almost every category. As you
can see the newly developed Super Launches
are incredibly faster compared to previous
methods of transportation that were commonly
used, giving runners a far greater degree
of mobility. While this technique has been
known for quite some time, it was never consistent,
and therefore really risky to do often in
a live run. However some developments have
apparently been made which allow for much
more consistency, totally opening the glitch
up to be used in lieu of regular stasis launches
altogether. This should significantly change
the pathing for almost every category, so
It’ll be interesting to see where people
can take this glitch, as it seems to have
incredible potential.
However that’s all we have for this week.
As always, if you’re interested in reviewing
any of the sources used in this video, or
exploring concepts in more depth, all sources
are linked down below in the description.
If you enjoyed my commentary, and would like
to hear more of my voice, I have my own channel
where I analyze different speedruns, and general
game design. I’m currently in the middle
of a series where I analyze the level design
in all three Dark Souls’ tutorial levels,
and how they’re designed to teach new players
core game philosophies, so if you’re at
all interested we’ll link that down below
as well. With that, I’ll see you all next
week, and leave you with last week’s Comment%
results. Cya!
