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Dark Souls Remastered Any% Glitchless - Ruleset Draft

Aug 8th, 2019
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  1. DARK SOULS REMASTERED
  2. ANY% GLITCHLESS
  3. (RULESET DRAFT)
  4. -----------------
  5.  
  6. Any% Glitchless is a speedrun category in which the player tries to complete the game as fast as possible. The player has to start a new character and reach the credits as quickly as they can following the rules below. Using other programs to affect the game or editing the game code is not allowed; apart from a few exceptions allowed by the community.
  7.  
  8. The goal of the "Glitchless" category is to tackle on the game using game mechanics and their behavior as they are present through the entire game, without forcing specific scenarios in which they may behave differently.
  9.  
  10. Sequence breaks (situations which allow to skip pathing or requirement to progress) are allowed as long as they stay in bounds and use normal mechanics. Understanding "normal" as the behavior shown at any point during gameplay without the need of a specific condition.
  11.  
  12. Exploits or exploiting a mechanic (using a mechanic or function to benefit from a side effect produced by it) is allowed if it conforms to the rules below.
  13.  
  14.  
  15. BANNED
  16.  
  17. - Going out of bounds
  18. - Wrong warps
  19. - Item Duplication or extra item uses
  20. - Deathcam skips
  21. - Elevator upwarps
  22. - Fall damage cancel that would prevent death from full healh
  23.  
  24.  
  25. ALLOWED
  26.  
  27. - Quitouts
  28. - Toggle escapes
  29. - In-bounds sequence breaks
  30.  
  31.  
  32. EXAMPLES AND REASONING
  33. ------------------------
  34.  
  35. BANNED
  36.  
  37. - Going out of bounds
  38. "Out of bounds" is understood as an area outside of the normal gameplay field, can involve a combination of missing/transparent textures, lacking collision or mismatching the environment, enemies being unable to reach you, invisible walls and so on. EXAMPLE: A good example is what you see in New Londo Ruins when you perform the Seal Skip and can walk underwater, go through pillars and trigger deathcams/killboxes by walking around that area.
  39.  
  40. WHY: It's banned because doesn't involve common environmental behavior.
  41.  
  42. - Wrong warps
  43. Wrong warps are teleports that send you to a place which doesn't match the expected outcome. EXAMPLE: Wrong warp into the Kiln from the DLC after performing Item Swap with the Purple Crystal. Instead of warping you back to your last used bonfire it sends you to the designated "default spawn location" of the area that bonfire is part of, which is different from the bonfire location.
  44.  
  45. WHY: It's banned because it doesn't involve expected warp/teleport mechanics behavior.
  46.  
  47. - Item Duplication or extra item uses
  48. "Item duplication" refers to creating extra items via game manipulation and "extra item use" involves using a one time consumable item several times. EXAMPLES: Item duplication can be seen in the Quantity Storage glitch (currently not present in Remaster) where you can make items by manipulating Framp menu interaction. Extra item uses can be seen on "frame dupes", which is using an item again on the last frame of their usage animation, which allows you to use it again even though you don't have it anymore.
  49.  
  50. WHY: It's banned because it doesn't involve expected game behavior.
  51.  
  52. - Deathcam skips
  53. A "deathcam" is a plane that generally exists above a killbox and triggers the top down camera you usually see when falling to an out of bounds death, like jumping down a cliff. There's certain areas that allow you to get a deathcam without dying. EXAMPLE: Sen's Gate skip.
  54.  
  55. WHY: It's banned because while under deathcam the game camera and controls don't line up with normal behavior, also the game stops loading enemies and environments once it's triggered.
  56.  
  57. - Elevator upwarps
  58. Elevator upwards involve triggering an elevator then quitting out while on unstable terrain (typically in the air). The result is your character appearing at the top of the elevator trip. This are slightly different from Wrong Warps since you are not triggering a standard warp/teleport first. EXAMPLE: Basin elevator upward used in Any% No Wrong Warp.
  59.  
  60. WHY: It's banned because it involves progressing through the game without traversing said distance and involves non expected behavior; quitting out should make you reappear in the same last stable spot you were before with the exception of boss arenas.
  61.  
  62. - Fall damage cancel that would prevent death from full healh
  63. This refers to anything that would prevent a fall damage death from full health mainly. Fall Control Quitouts and Slope Quitouts, both which allow you to make a drop that would give you full health lethal fall damage, quitout, and reappear in the place where you should have died without taking any damage. Slope Quitouts involve quiting out while your character slides down an incline which slightly delays the game from registering damage. Also Plunges, which are involve doing a plunging attack but getting pushed while in the air, which allows you to roll out of the plunge animation and iframe roll the fall damage. EXAMPLES: Fall Control Quitouts in general. Crystal Caves' Slope Quitout done in DS1 PTDE Any%. Plunge down towards the hydra and iframe rolling the fall damage.
  64.  
  65. WHY: It's banned because the game normally offers no method to counter full health lethal fall damage, Fall Control, the only way to prevent fall damage, only prevents partial fall damage.
  66.  
  67.  
  68. ALLOWED
  69.  
  70. - Quitouts
  71. A "quitout" is understood as going back to the main menu. Side effects include: sending you back to your last stable position (if you are in the air, you'll be back to where you jumped from), resetting all enemy aggro and positions, resetting a boss fight and sending you outside of the boss arena.
  72.  
  73. WHY: It's allowed since it's a basic game function, the side effects can be exploited for the player's benefit but it doesn't involve any change to the game mechanics.
  74.  
  75. - Toggle escapes
  76. a "toggle escape" involves switching weapon slots on either the left or right hand at the same time you receive a hit, it prevents your character from being staggered. It also applies to queuing up a weapon switch while mid air then rolling once hitting the ground, it will skip the landing/rolling animation and will resume the queued up switching animation.
  77.  
  78. WHY: It's allowed mainly because it's very easy to trigger by mistake and doesn't change the gameplay in any meaningful way, most situations where you can toggle escape you can also just roll.
  79.  
  80. - In-bounds sequence breaks
  81. A "sequence break" is skipping a step in the process of advancing through the game. It could be the required pathing, an item or both. "In-bounds" refers to the normal gameplay field. EXAMPLES: Duke's Skip (skips dying to Seath and the prison segment) and Lower Undead Burg Skip (skips getting the Basement key and going through the locked door after Taurus Demon on the Parish bridge near Solaire.
  82.  
  83. WHY: It's allowed if it uses normal gameplay mechanics, in both examples above the player does nothing but normal jumps/rolls that take advantage of the world geometry.
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