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Vulajin

Ori DE any% wrong warp - what the heck is going on?

Nov 12th, 2016
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  1. Ori and the Blind Forest: Definitive Edition "any%"
  2. Ending wrong warp explainer
  3.  
  4. --- What the hell is going on? (TL:DR) ---
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  6. This wrong warp is a combination of several glitches, some of which haven't previously been seen in any Ori runs, to teleport directly from the Ginso Tree to the ending scene of the game. The basic gist of it is that we use glitches to rotate a platform in Ginso to an angle which it could not usually reach, and gain control of Ori while initiating a teleport. By standing on the platform while teleporting, we trick the game into "rotating" the teleport so that it sends us to the end of the game instead of to the intended destination.
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  8. Below I'll explain the nitty gritty details behind the glitches used, and how they are combined to achieve this result.
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  10. --- "Lift storage" ---
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  12. "Lift storage" is a glitch which was discovered some time ago (https://www.twitch.tv/vulajin/v/53924024), but not known to be possible to replicate until ds273 came up with a setup recently. This glitch allows us to force physics-based platforms (such as those in Ginso) to rotate to steep angles quickly.
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  14. The basic principle underlying this glitch is that the log platforms and brambles in the first room of Ginso behave slightly differently when you enter/exit the front door. The log platforms will "remember" their position and momentum when you exit, and resume swinging when you re-enter. The brambles, despite being "attached" to the log platforms, will respawn in a fixed position.
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  16. To create this glitch, enter Ginso and get one of the bramble platforms to swing a little bit. Exit Ginso while the platform's swing overlaps the original position of the bramble. When you re-enter, the platform and the bramble will be overlapping. The game's collision resolution will cause the platform to push away from the bramble, but since the bramble is attached, it will remain inside the platform, causing it to keep rotating.
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  18. --- "Teleport anywhere" and "free teleport" ---
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  20. "Teleport anywhere" is a well-known glitch which allows us to maintain control of Ori while keeping the teleport menu open, allowing us to teleport *from* anywhere to any previously discovered Spirit Well. This is done using menu storage, most commonly via the "save anywhere" glitch. To do this, go to a Spirit Well and open the ability tree. (Make sure the UI is on!) Select the level counter orb (click or press A), then cancel and confirm at the same time (click+rightclick, or press A+B). This gives you "save anywhere." Now access the teleport menu (press C key or Y button) to initiate "teleport anywhere."
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  22. Using this glitch, you can set up a state called "free teleport." This state allows you to maintain control of Ori while the 10 second teleport windup is taking place. To set this up, initiate a teleport at the same moment that Ori dies. Using "teleport anywhere" makes this trivial, but you can also accomplish this by arranging for a projectile to kill Ori right after you initiate a standard teleport.
  23.  
  24. --- "Warp displacement" ---
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  26. "Warp displacement" is a glitch which has been known for some time, but with no known use in any categories. This glitch occurs when Ori is standing at an angle on a physics-based platform at the moment a teleport takes place. The game becomes confused and redirects the teleport based on the angle so that Ori ends up warping to a completely different location.
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  28. When teleporting, the game determines a vector (an imaginary line, basically) between Ori's current position and the destination Spirit Well, and instantly moves Ori along that vector. When Ori is standing at an angle on a physics-based platform, though, the game thinks that the vector needs to be "corrected." The game figures out the difference between your angle and the up direction, then rotates the teleport vector by that angle.
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  30. Imagine, for example, that Ori is standing on a platform facing diagonally down to the right, and begins teleporting to a Spirit Well directly above her. The game will erroneously believe that the teleport vector is rotated diagonally to the right (i.e. clockwise) from its intended direction, so it will rotate it counter-clockwise to compensate. This will result in Ori traveling diagonally up and to the left instead of directly up.
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  32. --- Putting it all together ---
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  34. In the first room of Ginso, you can use "lift storage" to manipulate one of the platforms into an unusual angle, where the attached bramble will force it to stay in that position. Create a Soul Link so that you can respawn here when you die. Then, exit Ginso and travel to the nearest Spirit Well (Thornfelt Swamp). DO NOT save on the Spirit Well. Set up "teleport anywhere", then run to the left and die in the spikes while initiating a teleport.
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  36. When you respawn, the teleport will be winding up, and you will have control of Ori. Jump onto the platform you manipulated, then wait for the teleport to kick in. When it does, "warp displacement" will occur and you will appear in a completely different location.
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  38. Now here's the thing: there are three key components of the "warp displacement" glitch, and all of them are vital. Those components are Ori's position, the destination Spirit Well, and the angle Ori is standing when the teleport occurs. Only certain combinations of these components will trigger a useful wrong warp. As of the time of this writing, the only successful setups require teleporting to the Ginso Tree Spirit Well from the third platform, but setups involving the Hollow Grove teleporter are theoretically possible as well.
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