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	<id>https://okami.speedruns.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Popprocks</id>
	<title>Ōkami Speedrun Wiki - User contributions [en]</title>
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	<updated>2026-04-07T12:06:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Ryo_Gate_Skip&amp;diff=1244</id>
		<title>Ryo Gate Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Ryo_Gate_Skip&amp;diff=1244"/>
		<updated>2022-08-29T23:54:58Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* In NG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
North Ryoshima Coast is separated from Ryoshima Coast by a tall gate, which is topped with an even higher invisible wall. Normally, to get past the gate, one must obtain the Border Key key item from talking to Queen Himiko, then talk to one of the guards in front of the gate. It's possible to skip the first meeting with Himiko (normally done via [[Fire Tablet Skip]]) by going over or around the gate to reach the loading zone behind it.&lt;br /&gt;
&lt;br /&gt;
In general, such a skip only needs to be performed once, as the gate will open automatically during the Oni Island sequence. You can also activate the True Mirrors or Mermaid Springs inside North Ryo to maintain access without the Border Key.&lt;br /&gt;
&lt;br /&gt;
==In NG+==&lt;br /&gt;
By using [[KT Glitch|KTs]] you can jump over the gate towards North Ryoshima Coast. Simply run up towards the gate, do two KTs and end on a dash to get over the invisible floor above the gate, landing in the loading zone.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/xQJmnMdIIww?t=1431&lt;br /&gt;
&lt;br /&gt;
===Via Slope KT's (NG+ 2017)===&lt;br /&gt;
Even without mid-air KT's, it's possible to perform slope KT's off the cliff-face directly East of the gate in order to get around the right side of the gate collision.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/qCCTw0y9PGI&lt;br /&gt;
&lt;br /&gt;
==In NG==&lt;br /&gt;
It's possible to clear the gate's collision by performing a very difficult and precise sequence of [[Sliding Ground Tackle]]s (SGT's) along the cliffs East of the gate. The rocky cliffs around Ryoshima Coast are all flagged as [[jump barrier]] collision, meaning Ammy cannot jump if she is vertically above a cliff polygon, no matter the height. As such, the only effective way to traverse them is to land on a slope on the cliffs, SGT such that Ammy slides off, and jump late enough that Ammy is no longer above the jump barrier collision. Then, you can double jump back onto the cliff to repeat, until one reaches the point where the gate can be cleared.&lt;br /&gt;
&lt;br /&gt;
To get onto the cliff collision, one must first get onto the other gate near Sei-an City. This can be done by double jumping at it at an angle, then immediately jumping on top of it. From there, you jump toward the cliff onto a large, triangular piece of invisible collision called the &amp;quot;magic triangle&amp;quot;. With gold dash, one can jump almost straight to the left at the left edge of the triangle, then jump forward and to the right onto a sloped piece of cliff. SGT at the edge of that slope, then do a very delayed jump, and a quick double jump back onto the back side of the same jutting-out piece of the cliff. SGT again, and (optionally) use the brush to re-adjust the camera angle. Delay the double jump very slightly to avoid the hard-landing animation Ammy receives when landing with high vertical speed. Perform a final SGT and double jump to land on top of the gate collision. Jump and air tackle into the loading zone.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/9cJHwN13zWg (See description)&lt;br /&gt;
&lt;br /&gt;
Video explanation: https://www.youtube.com/watch?v=8lQUBcXSJTo&lt;br /&gt;
&lt;br /&gt;
===Collision Images===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ryo1.png|alt=Barrier Skip Collision Image 1&lt;br /&gt;
Ryo2.png|alt=Barrier Skip Collision Image 2&lt;br /&gt;
Ryo3.png|alt=Barrier Skip Collision Image 3&lt;br /&gt;
Ryo4.png|alt=Barrier Skip Collision Image 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The NG+ 2017 variant of this trick (using slope KT's) was discovered by DreamRifty on 06 December, 2020.&lt;br /&gt;
&lt;br /&gt;
The NG variant of this trick (Barrier Skip) was first theorized by LegoerofEggos the evening of 03 April, 2021 (https://twitter.com/legoerofeggos/status/1378575443159212033?s=20), and first demonstrated by Popprocks the following morning.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Meat_Warp&amp;diff=1243</id>
		<title>Meat Warp</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Meat_Warp&amp;diff=1243"/>
		<updated>2022-08-29T23:47:56Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
If one performs [[Early Sasa Sanctuary]], then fights Take before feeding all 4 dogs in Kusa Village, the Tei fight will trigger after feeding only 3 dogs in the village. In effect, fighting Take counts as feeding 1 dog. If you then return to Kusa, feed 3 dogs, and fight Tei, you will still be able to feed one of the dogs surrounding Princess Fuse afterwards. If you do this, you will be warped to that dog's original location after the feeding cutscene.&lt;br /&gt;
&lt;br /&gt;
This can be used to save time in New Game Any% or All Brushes by feeding Ko (the brown collie normally found in the cave above the village) after fighting Tei. This places you close to the exit of the village, and also allows one to delay acquiring Vine until later in the route.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Early_Sasa_Sanctuary&amp;diff=1242</id>
		<title>Early Sasa Sanctuary</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Early_Sasa_Sanctuary&amp;diff=1242"/>
		<updated>2022-08-29T23:43:54Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* In NG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
By [[KT Glitch|KT jumping]] over the loading zone returning you to Taka Pass you can perform an [[Interior Clip]] to enter Sasa Sanctuary early. &lt;br /&gt;
&lt;br /&gt;
This allows you to skip the Satomi Power Orb quest and get Waterspout quickly. You can also fight Gi (aka Take) before getting the Canine Tracker. This makes the game think you've already fed one of the four dogs in Kusa Village, causing the fight with Tei to trigger after feeding only three dogs. If you avoid feeding Ko (the dog in the long cave that normally requires Vine to reach), you can feed her next to Fuse after the Tei fight, which warps Ammy into the cave, saving some time when leaving Kusa. This currently isn't used in any category, though, because NG+ Any% skips feeding the dogs entirely, and NG+ AB skips fighting Take (see https://youtu.be/GNUdUScSanU).&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
===Interior Clip===&lt;br /&gt;
Right after entering the area, go right and jump up next to the rock. Do one KT up, using your second wall jump to go right towards the loading zone. Do one more KT to clear the loading zone and run up to the edge of the area.&lt;br /&gt;
&lt;br /&gt;
Jump off, hold the map button and start aiming towards the origin mirror. When the background changes colour to a lighter blue, hold the direction for two more seconds, then let go. You should land directly in the main hall.&lt;br /&gt;
&lt;br /&gt;
Example: https://youtu.be/6zAyWckl-58?t=1023&lt;br /&gt;
&lt;br /&gt;
You can also land in the hallway towards the hot springs, but this is a bit more risky and should be avoided by newer runners.&lt;br /&gt;
&lt;br /&gt;
Example: https://youtu.be/xQJmnMdIIww?t=991&lt;br /&gt;
&lt;br /&gt;
If you land in the Sparrow Boss' room, simply jump down the elevator shaft. Make sure you don't land on top of the elevator, because this will soft lock the game.&lt;br /&gt;
&lt;br /&gt;
===Bufferless KTs===&lt;br /&gt;
Because Bufferless KTs are faster than buffered KTs you can also straight up KT over the invisible walls on the right of the entrance gate. This is only faster than the Interior Clip when using bufferless KTs.&lt;br /&gt;
&lt;br /&gt;
==In NG==&lt;br /&gt;
It is possible to perform an interior clip into Sasa in NG (see https://youtu.be/fyoK2HeK3yY) by landing on a [[Seam Grip|seam]] between two very slippery slopes along the path to the front entrance. From there, one can tackle jump over the collision and land inside the lower interior, just like NG+. The initial Seam Grip is very precise, requiring a perfectly timed gold dash jump from the in-bounds ledge, followed by a full-speed wall jump.&lt;br /&gt;
&lt;br /&gt;
After the tackle jump from there, if Ammy becomes grounded but still clears the collision, one can still save the attempt by quickly holding the analogue stick to drift Ammy toward the loading zone for the front entrance of the Sasa interior, then air tackling into it before Ammy falls past it. This will place Ammy outdoors, but behind the locked gate, at which point you can simply walk back in.&lt;br /&gt;
&lt;br /&gt;
Video explanation: https://www.youtube.com/watch?v=uTbg98sO7gU&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Ryo_Gate_Skip&amp;diff=1237</id>
		<title>Ryo Gate Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Ryo_Gate_Skip&amp;diff=1237"/>
		<updated>2022-08-12T23:32:03Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* In NG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
North Ryoshima Coast is separated from Ryoshima Coast by a tall gate, which is topped with an even higher invisible wall. Normally, to get past the gate, one must obtain the Border Key key item from talking to Queen Himiko, then talk to one of the guards in front of the gate. It's possible to skip the first meeting with Himiko (normally done via [[Fire Tablet Skip]]) by going over or around the gate to reach the loading zone behind it.&lt;br /&gt;
&lt;br /&gt;
In general, such a skip only needs to be performed once, as the gate will open automatically during the Oni Island sequence. You can also activate the True Mirrors or Mermaid Springs inside North Ryo to maintain access without the Border Key.&lt;br /&gt;
&lt;br /&gt;
==In NG+==&lt;br /&gt;
By using [[KT Glitch|KTs]] you can jump over the gate towards North Ryoshima Coast. Simply run up towards the gate, do two KTs and end on a dash to get over the invisible floor above the gate, landing in the loading zone.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/xQJmnMdIIww?t=1431&lt;br /&gt;
&lt;br /&gt;
===Via Slope KT's (NG+ 2017)===&lt;br /&gt;
Even without mid-air KT's, it's possible to perform slope KT's off the cliff-face directly East of the gate in order to get around the right side of the gate collision.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/qCCTw0y9PGI&lt;br /&gt;
&lt;br /&gt;
==In NG==&lt;br /&gt;
It's possible to clear the gate's collision by performing a very difficult and precise sequence of [[Sliding Ground Tackle]]s (SGT's) along the cliffs East of the gate. The rocky cliffs around Ryoshima Coast are all flagged as [[jump barrier]] collision, meaning Ammy cannot jump if she is vertically above a cliff polygon, no matter the height. As such, the only effective way to traverse them is to land on a slope on the cliffs, SGT such that Ammy slides off, and jump late enough that Ammy is no longer above the jump barrier collision. Then, you can double jump back onto the cliff to repeat, until one reaches the point where the gate can be cleared.&lt;br /&gt;
&lt;br /&gt;
To get onto the cliff collision, one must first get onto the other gate near Sei-an City. This can be done by double jumping at it at an angle, then immediately jumping on top of it. From there, you jump toward the cliff onto a large, triangular piece of invisible collision called the &amp;quot;magic triangle&amp;quot;. With gold dash, one can jump almost straight to the left at the left edge of the triangle, then jump forward and to the right onto a sloped piece of cliff. SGT at the edge of that slope, then do a very delayed jump, and a quick double jump back onto the back side of the same jutting-out piece of the cliff. SGT again, and (optionally) use the brush to re-adjust the camera angle. Delay the double jump very slightly to avoid the hard-landing animation Ammy receives when landing with high vertical speed. Perform a final SGT and double jump to land on top of the gate collision. Jump and air tackle into the loading zone.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/9cJHwN13zWg (See description)&lt;br /&gt;
&lt;br /&gt;
===Collision Images===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ryo1.png|alt=Barrier Skip Collision Image 1&lt;br /&gt;
Ryo2.png|alt=Barrier Skip Collision Image 2&lt;br /&gt;
Ryo3.png|alt=Barrier Skip Collision Image 3&lt;br /&gt;
Ryo4.png|alt=Barrier Skip Collision Image 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The NG+ 2017 variant of this trick (using slope KT's) was discovered by DreamRifty on 06 December, 2020.&lt;br /&gt;
&lt;br /&gt;
The NG variant of this trick (Barrier Skip) was first theorized by LegoerofEggos the evening of 03 April, 2021 (https://twitter.com/legoerofeggos/status/1378575443159212033?s=20), and first demonstrated by Popprocks the following morning.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1236</id>
		<title>Jump barrier</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1236"/>
		<updated>2022-08-12T21:59:55Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled when Amaterasu is above an out of bounds slope (see: [[Toaster Skip]] and [[PR Move]]). This invisible effect of being unable to jump is described as a jump barrier. A jump barrier exists directly above the terrain it is attached to, allowing the player to look at Amaterasu's shadow as a clue whether or not she will be able to jump. If the shadow is on the slope with a jump barrier, she will be unable to jump until the shadow returns to a normal terrain. There are many out-of-bounds terrains which do not have jump barriers, such as areas pertaining to [[Nechku Skip]], [[Sasa Early]], and [[Wep'keer Gate Skip]].&lt;br /&gt;
&lt;br /&gt;
In order to travel across terrain with a jump barrier, Amaterasu can use a [[sliding ground tackle]] when landing. The momentum of the SGT will allow Amaterasu to slide out of the jump barrier and above normal ground, while retaining the ability to ground jump. She may then jump out of the tackle animation, and direct her momentum back towards the out-of-bounds slope. In this way, Amaterasu can still do tricks in areas with jump barriers despite the developer's attempts to restrict this behavior. However, tricks using this strategy are some of the most difficult in the game due to the challenge of weaving in and out of the jump barrier while maintaining speed, and successfully sliding ground tackling on sloped terrain multiple times in sequence.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1235</id>
		<title>Jump barrier</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1235"/>
		<updated>2022-08-12T21:55:04Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled when Amaterasu is above an out of bounds slope (see: [[Toaster Skip]] and [[PR Move]]). This invisible effect of being unable to jump is described as a jump barrier. A jump barrier exists directly above the terrain it is attached to, allowing the player to look at Amaterasu's shadow as a clue whether or not she will be able to jump. If the shadow is on the slope with a jump barrier, she will be unable to jump until the shadow returns to a normal terrain. Not all out-of-bounds slopes have a jump barrier, such as areas pertaining to [[Nechku Skip]], [[Sasa Early]], and [[Wep'keer Gate Skip]].&lt;br /&gt;
&lt;br /&gt;
In order to travel across terrain with a jump barrier, Amaterasu can use a [[sliding ground tackle]] when landing. The momentum of the SGT will allow Amaterasu to slide out of the jump barrier and above normal ground, while retaining the ability to ground jump. She may then jump out of the tackle animation, and direct her momentum back towards the out-of-bounds slope. In this way, Amaterasu can still do tricks in areas with jump barriers despite the developer's attempts to restrict this behavior. However, tricks using this strategy are some of the most difficult in the game due to the challenge of weaving in and out of the jump barrier while maintaining speed, and successfully sliding ground tackling on sloped terrain multiple times in sequence.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1234</id>
		<title>Jump barrier</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1234"/>
		<updated>2022-08-12T21:51:44Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled when Amaterasu is above an out of bounds slope (see: [[Toaster Skip]] and [[PR Move]]). This invisible effect of being unable to jump is described as a jump barrier. A jump barrier exists directly above the terrain it is attached to, allowing the player to look at Amaterasu's shadow as a clue whether or not she will be able to jump. If the shadow is on the slope with a jump barrier, she will be unable to jump until the shadow returns to a normal terrain.&lt;br /&gt;
&lt;br /&gt;
In order to travel across terrain with a jump barrier, Amaterasu can use a [[sliding ground tackle]] when landing. The momentum of the SGT will allow Amaterasu to slide out of the jump barrier and above normal ground, while retaining the ability to ground jump. She may then jump out of the tackle animation, and direct her momentum back towards the out-of-bounds slope. In this way, Amaterasu can still do tricks in areas with jump barriers despite the developer's attempts to restrict this behavior. However, tricks using this strategy are some of the most difficult in the game due to the challenge of weaving in and out of the jump barrier while maintaining speed, and successfully sliding ground tackling on sloped terrain multiple times in sequence.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=PR_Move&amp;diff=1233</id>
		<title>PR Move</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=PR_Move&amp;diff=1233"/>
		<updated>2022-08-12T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
'PR Move' is a method of [[Agata Bridge Skip]] discovered by [[popprocks]] in September 2021. This trick begins by accessing an out of bounds ledge. You can reach this ledge using a [[Dboost]] off the merchant's stall, or by doing a jump off the torii coming down from the mermaid spring. Once you reach the ledge above the merchant, you can perform a long and challenging series of [[sliding ground tackle|sliding ground tackles]], weaving in and out of a [[jump barrier]], to travel across this mountain. It is possible to jump over the pathway below, accessing another out of bounds slope. From that geometry, you can jump over the river. At the time of writing, this is the only known way to jump over the river with single jump.&lt;br /&gt;
&lt;br /&gt;
This trick reaches Taka Pass about 1 minute 20 seconds faster than [[HBS]]. However, a route with PR move cannot quickly pick up the wooden bear, ExS, or inkfinity stone nearby the grass patch used for HBS. The practical time save would therefore be closer to 1 minute or less, due to picking up slower treasures.&lt;br /&gt;
&lt;br /&gt;
This trick was not implemented in speedruns after its discovery due to the inconsistent nature of the very steep slopes you land on, and as a result of the high difficulty of successive single jump sliding ground tackles inside of a jump barrier.&lt;br /&gt;
&lt;br /&gt;
Detailed trick demonstration and explanation: https://www.youtube.com/watch?v=Fkrq0Jc8pLs&lt;br /&gt;
&lt;br /&gt;
Additional successful performances of this trick: https://clips.twitch.tv/OnerousHelpfulBisonCclamChamp-DsO9Jrr3RmDoXExr and the last clip here https://www.youtube.com/watch?v=5crvqMxtkfY&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1232</id>
		<title>Jump barrier</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1232"/>
		<updated>2022-08-12T21:42:10Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled when Amaterasu is above an out of bounds slope (see: [[Toaster Skip]] and [[PR Move]]). This invisible effect of being unable to jump is described as a jump barrier. A jump barrier exists directly above the terrain it is attached to, allowing the player to look at Amaterasu's shadow as a clue whether or not she will be able to jump. If the shadow is on the slope with a jump barrier, she will be unable to jump until the shadow returns to a normal terrain.&lt;br /&gt;
&lt;br /&gt;
In order to travel across terrain with a jump barrier, Amaterasu can use a [[sliding ground tackle]] when landing. The momentum of the SGT will allow Amaterasu to slide out of the jump barrier and above normal ground, while retaining the ability to ground jump. She may then jump out of the tackle animation, and direct her momentum back towards the out-of-bounds slope. In this way, Amaterasu can still do tricks in areas with jump barriers despite the developer's attempts to restrict this behavior. However, tricks using this strategy are some of the most difficult in the game.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1231</id>
		<title>Jump barrier</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1231"/>
		<updated>2022-08-12T21:40:33Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled when Amaterasu is above an out of bounds slope (see: [[Toaster Skip]] and [[PR Move]]). This invisible effect of being unable to jump is described as a jump barrier. A jump barrier exists directly above the terrain it is attached to, allowing the player to look at Amaterasu's shadow as a clue whether or not she will be able to jump. If the shadow is on the slope with a jump barrier, she will be unable to jump until the shadow returns to a normal terrain.&lt;br /&gt;
&lt;br /&gt;
In order to travel across terrain with a jump barrier, Amaterasu can use a [[sliding ground tackle]] when landing. The momentum of the SGT will slide Amaterasu to slide out of the jump barrier and above normal ground, while retaining the ability to ground jump back to the out-of-bounds terrain. In this way, Amaterasu can still do tricks in areas with jump barriers despite the developer's attempts to restrict this behavior. However, tricks using this strategy are some of the most difficult in the game.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1230</id>
		<title>Jump barrier</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Jump_barrier&amp;diff=1230"/>
		<updated>2022-08-12T21:38:23Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: Created page with &amp;quot;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled whe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Jump Barrier' describes an effect attached to some out of bounds terrains in Okami. In areas such as Ryoshima Coast and (healed) Agata Forest, the jump button is disabled when Amaterasu is above an out of bounds slope (see: [[PR Move]] and [[Toaster Skip]]). This invisible effect of being unable to jump is described as a jump barrier. A jump barrier exists directly above the terrain it is attached to, allowing the player to look at Amaterasu's shadow as a clue whether or not she will be able to jump. If the shadow is on the slope with a jump barrier, she will be unable to jump until the shadow returns to a normal terrain.&lt;br /&gt;
&lt;br /&gt;
In order to travel across terrain with a jump barrier, Amaterasu can use a [[sliding ground tackle]] when landing. The momentum of the SGT will slide Amaterasu to slide out of the jump barrier and above normal ground, while retaining the ability to ground jump back to the out-of-bounds terrain. In this way, Amaterasu can still do tricks in areas with jump barriers despite the developer's attempts to restrict this behavior. However, tricks using this strategy are some of the most difficult in the game.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Fight_Strategies&amp;diff=1229</id>
		<title>Fight Strategies</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Fight_Strategies&amp;diff=1229"/>
		<updated>2022-08-12T21:11:02Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Kill Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
Each battle in Okami, whether it be caused by a scripted trigger, a devil gate, or a demon scroll, includes a predetermined selection of enemies. While the enemies spawn in random locations within the battle barrier, we can still construct set strategies for each fight to defeat every enemy quickly and efficiently.&lt;br /&gt;
&lt;br /&gt;
==Common Tools==&lt;br /&gt;
* '''Divine Instrument''' (DI) - Ammy's basic attack in general. In most categories, Reflectors or Glaives are used, while Rosaries are rarely used as the main weapon.&lt;br /&gt;
** When using glaives, it is often preferred to use charged aerial glaive attacks, as the landing hitbox has 4 hits dealing multiplied damage. This can be combo'd into a sub-weapon attack. Reflectors are generally better used on the ground, as their aerial attack stalls Ammy and has poor range.&lt;br /&gt;
* '''Sub-weapon''' (SW) - Ammy's secondary attack. In categories which use a SW, the Life Beads (from Crimson Helm) or Tundra Beads (purchased for NG+ saves) are used due to their extremely high burst damage at close range. &lt;br /&gt;
* '''Power Slash''' (PS) - As a responsive brush technique able to deal damage to multiple targets at once, PS sees a great deal of use in all categories. It is also the most common Floral Finisher by far, for NG AB and Top Dog.&lt;br /&gt;
* '''Cherry Bomb''' (CB) - A more challenging brush power which deals massive damage to adjacent targets. CB's see a great deal of use, especially against single targets. Many enemies which are immune or resistant to PS can be damaged or made vulnerable by CB. The primary downside is the skill required to consistently hit a moving target with the potentially-delayed explosion.&lt;br /&gt;
* '''Exorcism Slips (Small/Medium/Large)''' (S/M/L Slips or ExS/M/L) - Battle items which hit all targets in the battle regardless of distance or visibility. Many enemies can be hit by slips even when immune to all other sources of damage, though some enemies are not damaged by them until made vulnerable some other way. They are used pervasively in runs, limited primarily by their scarcity in NG.&lt;br /&gt;
* '''Steel Fist Sake''' (SFS) - A battle item which significantly increases the damage of DI, SW, and CB, but not PS. These see a great deal of use when slips are not efficient or effective. SFS + CB's is an extremely common strategy in NG runs.&lt;br /&gt;
* '''Gold Dust''' - An optional item which permanently increases the power of most weapons by about 30-40%. In categories where slips and SFS are more scarce, such as NG AB or Top Dog, gold dust sees limited use. It can be acquired from many sources, but is usually purchased in Agata Forest, as that is the cheapest and fastest source.&lt;br /&gt;
* '''Inkfinity Stone''' - A battle item which grants unlimited ink for 60 seconds, not including cutscenes. Used in and out of fights when a large number of brush techniques are used.&lt;br /&gt;
* '''Ink Praise Upgrade''' - In and out of battle, using praise to upgrade Ammy's ink capacity can be used to refill when low or empty on ink. This can be used as a substitute for Inkfinity Stones in some cases.&lt;br /&gt;
* '''String of Beads''' - A NG+ exclusive reward for collecting all 100 Stray beads, this Holy Artifact grants a 10x damage multiplier, invincibility, and unlimited ink, making most fights in NG+ runs trivial.&lt;br /&gt;
* '''Clearing the results screen''' - When both normal and boss fights end, the results screen can be cleared roughly 1 second faster by pressing the pause or bark buttons, depending on the version. Runners generally mash the button to clear as soon as possible.&lt;br /&gt;
* '''Building Dash''' - At the end of most fights, there is some downtime before the results screen clears. During this time, you can dash in circles to build gold dash. If the fight ends with a cutscene, you can jump before the cutscene starts to [[Speed Restoration|store Ammy's dash]].&lt;br /&gt;
* Miscellaneous Techniques&lt;br /&gt;
** '''Covering with Ink''' - Both NPC's and enemies can be covered with ink by drawing a single stroke over them, as long as that stroke isn't straight and horizontal enough to be recognized as Power Slash. Usually a short up/down stroke is used. This causes many enemies to start a special animation where they shake off the ink. In battle, this is only really useful against Yellow Imps, where it prevents them from digging underground immediately, and makes them vulnerable to Cherry Bomb. It can also be used on Mushi's Mom when digging the turnips, as it provides an equal 4 second stall to PS'ing the pot on her head.&lt;br /&gt;
** '''Dot Trees''' - Bloom gives Ammy the ability to grow trees by drawing a dot on Bloom-able ground. This consumes one ink pot, and up to 3 trees can be grown at once. They disappear after a few seconds. When they grow, the trees will deal a small amount of damage to enemies on top of them. The trees also have solid collision, and can be air-tackle-bounced off of. This technique is almost useless, though it does allow you to instantly stun enemy cherry blossoms without having to reflect their fruit.&lt;br /&gt;
** '''Ink Bullet''' - The Snarling Beast, Seven Strike, and Eighth Wonder grant Ammy this Brush Technique when they are equipped. By drawing dots on enemies, they will be hit for a tiny amount of damage. Multiple bullets can be drawn, increasing the ink cost. Because of the extremely low damage output, this technique is virtually useless, except for being the fastest way of hitting Orochi in the Moon Cave at the very start of the fight. This saves a fraction of a second compared with PS to start the cutscene where Orochi loses his invincible barrier.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Battle Barrier===&lt;br /&gt;
During all battles, except boss battles, Ammy is trapped by a cylindrical wall of infinite height. The diameter of the cylinder is constant within a battle. For any individual battle, the diameter is predetermined, but different battles (e.g. from different Demon Scrolls) may have different diameters.&lt;br /&gt;
&lt;br /&gt;
For battles triggered via Demon Scroll specifically, the barrier will have glowing cracks at ground level. If one of these cracks is hit 5 times, it will turn into a hole in the barrier which can be walked/jumped through to escape the battle. When this happens, the battle ends and the scroll reappears. When a battle is escaped this way, Ammy's level of Godhood is set to -1. Since Demon Scrolls are almost never required or intentionally initiated in runs, runners try to escape them immediately.&lt;br /&gt;
&lt;br /&gt;
===Initiating Battles===&lt;br /&gt;
* '''Trigger Volumes''' - Throughout the game are battles initiated when Ammy comes into contact with some volume of space in a map. These zones are generally called &amp;quot;trigger volumes&amp;quot;, and come in a variety of shapes. Most trigger volumes for battles are cylinders, with a defined top and bottom, meaning they can be avoided by going around, above, or below them. Most casually-required battles are initiated via trigger volume. Many of these battles first trigger a cutscene, which is followed by a battle. This includes those which introduce new enemies, such as the [[Ubume Skip|Ubume Fight]] in Ryoshima Coast. Others immediately initiate the battle when the trigger volume is entered, such as with the repeat [[Yellow Imp Skip|Yellow Imp]] and Campfire Fights in Hana Valley. For the latter type, the trigger volume is always smaller than the size of the battle barrier itself. Each trigger volume is associated with a specific selection of enemies.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Scrolls''' - Present in many maps, Demon Scrolls will randomly wander within a cylindrical boundary, which corresponds to the size of the Battle Barrier. If it is nighttime or Ammy is in a dungeon, and Ammy doesn't have the Peace Bell artifact equipped, demon scrolls will chase Ammy as soon as she enters the boundary. They will cease chasing the instant Ammy leaves. Demon Scrolls are never required for progression, outside of grinding Yen or completing Wanted List sidequests, so they are usually avoided by minimizing time spent in their boundary.&lt;br /&gt;
** The root locations of Demon Scrolls on each map is set per map, with additional scrolls appearing at night on over-world maps. The scrolls will wander randomly, but never past their respective boundaries, as mentioned above. For any given scroll, there is a set selection of enemies which it contains. In certain cases, the exact selection may change after certain story events or due to Wanted List sidequests.&lt;br /&gt;
** Demon scrolls come in different colors depending on location. Early-game locations contain green scrolls, which can be temporarily immobilized by PS, though this usually isn't worth the time it takes. Ryoshima and North Ryo have red scrolls which can are immune to base PS, but are affected by PS2. Late game areas have gold scrolls which require PS3 to stun. Inside dungeons, regardless of early/late game, there are blue scrolls which are not affected by PS at all.&lt;br /&gt;
&lt;br /&gt;
* '''Devil Gates''' - These are essentially small trigger volumes demarcated by cursed gates. They are easy to see and avoid, but are sometimes required or necessary to defeat. Almost all Devil Gates have some specific over-world change associated with beating them, such as opening a Mermaid Spring or revealing a cursed patch.&lt;br /&gt;
&lt;br /&gt;
* '''Boss Battles''' - Bosses are always triggered via cutscene and take place in closed arena maps, instead of having Battle Barriers. These arenas can only be escaped by defeating the boss.&lt;br /&gt;
&lt;br /&gt;
===Spawn Positions===&lt;br /&gt;
Besides boss battles, all battles have a set selection of enemies, but those enemies spawn randomly at any position within the battle barrier. Enemies can even spawn inside each other. The overall distribution of enemies at the start of a battle is sometimes referred to as the &amp;quot;spread&amp;quot;. If enemies spawn far apart or off-screen, it can be difficult or impossible to hit multiple enemies with PS or CB, losing time. &lt;br /&gt;
&lt;br /&gt;
===Grading===&lt;br /&gt;
At the end of all battles, you are given a grade on both time and damage to beat the battle, as well as an overall grade which is the rounded-down average of those two. Generally, the time grade is fairly forgiving, and following established speed strats will earn a perfect grade for time. The damage grade will only be perfect if Ammy isn't damaged at all during the battle, except during the Yami fight which allows Ammy to be hit a few times and retain a perfect grade. Because the overall grade is rounded down, you will only receive an overall perfect grade if you take no damage.&lt;br /&gt;
&lt;br /&gt;
The overall grade determines the bonus yen multiplier received at the end of the fight. At max (cherry blossom grade), the bonus is 100%, meaning Ammy's net earnings are double what she picks up in the battle itself. At the second highest grade (green tree) the bonus is 70%. The bonus decreases further with lower grades.&lt;br /&gt;
&lt;br /&gt;
===Yen===&lt;br /&gt;
Each type of enemy drops a specific amount of yen when it dies. If an enemy dies while Ammy has full ink, it will drop an additional 100 yen. Only yen collected before the battle results appear will count toward the bonus, but Ammy can still pick up any remaining yen on the ground during and after the results overlay.&lt;br /&gt;
&lt;br /&gt;
This table shows the base amount of yen dropped by the types of enemies typically encountered in runs, before any bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Yen&lt;br /&gt;
|-&lt;br /&gt;
| Green Imp || 100&lt;br /&gt;
|-&lt;br /&gt;
| Red Imp || 200&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Imp || 500&lt;br /&gt;
|-&lt;br /&gt;
| Blue Imp || 400&lt;br /&gt;
|-&lt;br /&gt;
| Black Imp || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Dead Fish || 200&lt;br /&gt;
|-&lt;br /&gt;
| Crow Tengu || 500&lt;br /&gt;
|-&lt;br /&gt;
| Great Tengu || 8000&lt;br /&gt;
|-&lt;br /&gt;
| Bud Ogre || 500&lt;br /&gt;
|-&lt;br /&gt;
| Chimera || 600&lt;br /&gt;
|-&lt;br /&gt;
| Fire Eye || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Ice Mouth || 1500&lt;br /&gt;
|-&lt;br /&gt;
| Earth Nose || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Tube Fox || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Canine Warrior || 1500&lt;br /&gt;
|-&lt;br /&gt;
| Ninetales Spirit || 2000&lt;br /&gt;
|}&lt;br /&gt;
For the full list, see [[Enemy Data]].&lt;br /&gt;
&lt;br /&gt;
Bosses, as well as certain story encounters such as Waka, do not drop Yen directly. Instead, the battle ends as soon as the final blow is dealt, followed by a cutscene, followed by a separate results screen on the scroll transition. Each such fight gives a set base reward, along with the same bonus multiplier available for regular fights. In practice, one can get double these values on almost all of these fights, with the exception of Orochi, who is difficult to beat without taking damage in many cases.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Boss !! Yen&lt;br /&gt;
|-&lt;br /&gt;
| Waka (Agata) || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Spider Queen || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| Waka (Taka) || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Crimson Helm || 7,000&lt;br /&gt;
|-&lt;br /&gt;
| Orochi (Moon Cave) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 15,000&lt;br /&gt;
|-&lt;br /&gt;
| Evil Rao || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Ninetales || 30,000&lt;br /&gt;
|-&lt;br /&gt;
| Oki || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Nagi || 30,000&lt;br /&gt;
|-&lt;br /&gt;
| True Orochi || 50,000&lt;br /&gt;
|-&lt;br /&gt;
| Nechku || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| Lechku &amp;amp; Nechku || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| Ark Bosses (Each) || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| Yami || 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vulnerability and Invincibility===&lt;br /&gt;
Various enemies can become more or less susceptible to damage depending on their state. For example, Red Imps become completely invincible when they guard with their instruments. Many enemies can turn gray if their attacks are avoided or if they are hit enough times, which makes them take extra damage. Some enemies, such as Red and Blue Ogres, have partial invincibility, which can be bypassed &lt;br /&gt;
&lt;br /&gt;
==Kill Combos==&lt;br /&gt;
Each type enemy has a set amount of health, and there is no RNG in damage dealt, so we can plan combinations of attacks to most quickly defeat each type of enemy. Note that the order of attacks sometimes matters, due to triggering vulnerability or invincibility. Here are some examples:&lt;br /&gt;
* '''Green Imp''' - 2 PS's / PS, DI / DI, PS&lt;br /&gt;
* '''Red Imp''' - PS to force guard, PS to break guard, DI, PS&lt;br /&gt;
* '''Wanted List Red Imp''' - DI until it guards, 3 PS's&lt;br /&gt;
* '''Yellow Imp''' - Ink, CB, DI, PS&lt;br /&gt;
* '''Ubume''' - CB, CB, PS&lt;br /&gt;
* '''Earth Nose''' - CB, CB, PS&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=List_of_active_runners&amp;diff=1228</id>
		<title>List of active runners</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=List_of_active_runners&amp;diff=1228"/>
		<updated>2022-08-12T21:05:09Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* All Runners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Active Runners ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.twitch.tv/LoveAuride Auride]&lt;br /&gt;
* [https://www.twitch.tv/bendothemailman BendoTheMailman]&lt;br /&gt;
* [https://www.twitch.tv/cadarev Cadarev]&lt;br /&gt;
* [https://www.twitch.tv/dreamrifty DreamRifty]&lt;br /&gt;
* [https://www.twitch.tv/j3sterr__ J3sterr]&lt;br /&gt;
* [https://www.twitch.tv/Kinnin11 Kinnin11]&lt;br /&gt;
* [https://www.twitch.tv/Kyzirado Kyzirado]&lt;br /&gt;
* [https://www.twitch.tv/legoerofeggos_ legoerofeggos_]&lt;br /&gt;
* [https://www.twitch.tv/leternaldarkness lEternalDarkness]&lt;br /&gt;
* [https://www.twitch.tv/p0ppr0cks popprocks]&lt;br /&gt;
* [https://www.twitch.tv/ry_chu ry_chu]&lt;br /&gt;
* [https://www.twitch.tv/saunderstech_ Saunders]&lt;br /&gt;
* [https://www.twitch.tv/tompreos Tompreos]&lt;br /&gt;
&lt;br /&gt;
== All Runners ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Categories&lt;br /&gt;
|-&lt;br /&gt;
| 27kan || NG Any%, NG+ Any% 2006 &lt;br /&gt;
|-&lt;br /&gt;
| 520 || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| amberandaya || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Ancycles || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Auride || NG Any%, NG All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| AzzySkye || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| BendoTheMailman || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Cadarev || Top Dog&lt;br /&gt;
|-&lt;br /&gt;
| Chrono23 || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Cornchunks || NG+ Any% 2006, NG+ All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| Criscowild || NG+ Any% 2017&lt;br /&gt;
|-&lt;br /&gt;
| CriticalCyd || NG Any%, NG+ Any% 2006, NG+ All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| Danek468 || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Demon || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| DeviPotato || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| DreamRifty || NG Any%, NG+ Any% 2006, NG+ Any% 2017, NG+ AMB 2017&lt;br /&gt;
|-&lt;br /&gt;
| enraku_E || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Ezidow || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Flameblad3 || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| FourPieces || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Galasrinie || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| gecchouseki || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoti1482 || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| GiantCookieJar || NG Any%, NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| GodotDC || NG+ All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| Groobo || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Happy_danser || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| HatterOz || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| IngsGamingSanctum || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| J3sterr || NG Any%, NG+ Any% 2017, NG All Brushes, Top Dog, NG AMB, NG+ AMB 2017&lt;br /&gt;
|-&lt;br /&gt;
| Kinnin11 || NG Any%, NG+ Any% 2006, NG+ Any% 2017, NG All Brushes, NG+ All Brushes, Top Dog&lt;br /&gt;
|-&lt;br /&gt;
| koivuhalako || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Krinoteder || NG Any%, NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Kwanzai || NG Any%, NG+ Any% 2006, NG+ All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| Kyzirado || NG Any%, NG+ Any% 2006, NG+ All Brushes, Top Dog&lt;br /&gt;
|-&lt;br /&gt;
| Legoerofeggos || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| lEternalDarkness || NG Any%, NG+ Any% 2006, NG+ Any% 2017, NG All Brushes, NG+ All Brushes, Top Dog &lt;br /&gt;
|-&lt;br /&gt;
| littlesquare || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| MKInfinite || NG+ Any% 2017&lt;br /&gt;
|-&lt;br /&gt;
| Molten_ || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| moonhowler22 || NG+ Any% 2017&lt;br /&gt;
|-&lt;br /&gt;
| Mungaru || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| oGamefreak || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| PillsOfDeath || NG+ Any% 2006, NG+ All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| popprocks || NG Any%, NG+ Any% 2017, NG All Brushes, NG Minimum Brushes&lt;br /&gt;
|-&lt;br /&gt;
| RingEnergy || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| ry_chu || NG Any%, NG+ Any% 2017&lt;br /&gt;
|-&lt;br /&gt;
| Ryujin_SR || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| Saunders || NG+ Any% 2006, NG+ Any% 2017, NG+ AMB 2006, NG+ AMB 2017&lt;br /&gt;
|-&lt;br /&gt;
| Sheptastico || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Skyreon || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| sonicchaos1993 || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| STierGameFreak || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| tansio || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| tinkerknight || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| Tompreos || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
| turke || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| WedSR || NG+ Any% 2006, NG All Brushes&lt;br /&gt;
|-&lt;br /&gt;
| WolfFreak || NG+ Any% 2006&lt;br /&gt;
|-&lt;br /&gt;
| YoungsterJoey || NG Any%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Moon_Cave_Tricks&amp;diff=1227</id>
		<title>Moon Cave Tricks</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Moon_Cave_Tricks&amp;diff=1227"/>
		<updated>2022-08-12T20:50:49Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Moon Cave Early */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
The Moon Cave is one of the most broken dungeons in speedruns, with a variety of tricks and skips available in all categories.&lt;br /&gt;
&lt;br /&gt;
===Moon Cave Skip===&lt;br /&gt;
In NG+ Any% and NG Any%, the Moon Cave is skipped entirely via [[City Checkpoint Skip]]. Inferno is never required in the remainder of the game, except in Wawku Shrine to melt some ice blocks. NG+ can skip Wawku via [[Ark Early]], and NG obtains [[Fireburst Early]] to melt those blocks instead.&lt;br /&gt;
&lt;br /&gt;
===Moon Cave Early===&lt;br /&gt;
In NG+ AB, it is possible to enter the Moon Cave without defeating Crimson Helm by [[KT Glitch|KT'ing]] over a very high invisible wall in front of the cave, then falling into a loading zone placed behind the barrier which normally blocks the entrance. See https://youtu.be/IA6FxpIdxRM?t=3487. It isn't known why this loading zone exists, as the Moon Cave is normally entered via cutscene, and cannot be left or accessed again later.&lt;br /&gt;
&lt;br /&gt;
In NG AB, it is possible to bypass the invisible wall using Lilypad and Galestorm. By travelling to the left into Lake Harami, you can find a corner in the invisible wall in the water. Stand on a Lilypad near the corner, and use Galestorm to push your Lilypad into that angle while walking. When done properly, Amaterasu can clip through the invisible wall, and subsequently swim underneath the moon cave entrance while out of bounds. A series of out of bounds jumps can be performed to touch the loading zone, accesssing Moon Cave in New Game. This method allows you to skip Crimson Helm and the cutscenes in Kamiki Village. However, it will require you to have travelled to the Gale Shrine to get Galestorm, and to get Lilypad which is skipped in most speedruns besides All Brushes. Demonstration: https://youtu.be/uIvapVktQTo?t=7632&lt;br /&gt;
&lt;br /&gt;
===Calcified Cavern Skip===&lt;br /&gt;
In NG+ AB, you can immediately KT out-of-bounds from the Calcified Cavern to reach the loading zone to the main Moon Cave dungeon.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/IA6FxpIdxRM?t=3554&lt;br /&gt;
&lt;br /&gt;
===Early Floor 3 Vine===&lt;br /&gt;
After entering the main dungeon area, you are intended to go to the kitchen, rescue Ajimi, and use the key he gives you to open the lockjaw door to get the Ogre Liver. This can be skipped by simply jumping and Vining to the flower next to the Imp Merchant on floor 3. From there, you can jump down to floor 2 and enter the Ogre Liver section from the exit.&lt;br /&gt;
&lt;br /&gt;
This is a notable oversight, since it doesn't even require double jump. &lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/p43X6EVyFdM?list=PLqC5BKx5eR95mzsPwkwNf-MvKgoP0gcGN&amp;amp;t=386&lt;br /&gt;
&lt;br /&gt;
===Ogre Liver Cave Skips===&lt;br /&gt;
On the way to the Ogre Liver, the first flower can be skipped by doing a gold dash jump and air tackle for max distance (see https://youtu.be/p43X6EVyFdM?t=435). The second-to-last flower can be skipped by simply Vining directly to the last one. While Ammy is being pulled by the last Vine, one can Power Slash the eye switch. Ammy continues moving during the cutscene, saving some time.&lt;br /&gt;
&lt;br /&gt;
On the way back, the first flower can be skipped with a jump from the right edge of the platform (https://youtu.be/p43X6EVyFdM?t=507). After Vining to the next flower (the middle in line), Ammy can do a [[Vine Jump|mid-air wall-jump]] to skip the second-to-last flower (https://youtu.be/p43X6EVyFdM?t=517).&lt;br /&gt;
&lt;br /&gt;
The aerial wall-jump doesn't seem to work if one has double-jump, so NG AB takes an alternate route. On the way back from getting the Ogre Liver, you jump, double-jump, and air tackle off the right edge of the cliff, then Vine directly to the middle flower (https://youtu.be/1axZtxRQ-x4?t=9570), then Vine to the next two flowers normally.&lt;br /&gt;
&lt;br /&gt;
NG AB can also use double-jump to skip the small cutscene that shows the Waterspout pillar pond on the way out of the cave. See https://youtu.be/O4pY_qZ6fec?t=9606. &lt;br /&gt;
&lt;br /&gt;
===Floor 4 Galestorm Skip===&lt;br /&gt;
On floor 4, there is a gap which you are intended to cross by using Galestorm to raise some banner platforms. This can be skipped with a precise gold dash jump and air-tackle (see https://youtu.be/p43X6EVyFdM?t=589), or with double jump.&lt;br /&gt;
&lt;br /&gt;
===Sand Room Early===&lt;br /&gt;
On floor 3, there is a side-room filled with sand which includes a ball-pushing puzzle. It is possible to clip directly into the end of this room from the cannon area on Floor 4. This involves a fairly precise jump, double-jump, and air-tackle-bounce to clear the collision on the wall. The ceiling has no collision, so Ammy goes straight through. The sand room is directly beneath the cannon area, so Ammy just falls right in.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/p43X6EVyFdM?t=617&lt;br /&gt;
&lt;br /&gt;
===Sand Room Ball Switch Trick===&lt;br /&gt;
One can skip the ball-pushing puzzle in the sand room by drawing a CB next to the switch and using Galestorm to roll the CB over the switch. If done correctly, the cutscene of the switch being triggered will play, but the CB will roll off the switch before the cutscene finishes, causing all of the torches in the dungeon to stay lit. If the switch is pressed again after this, even for an instant, the torches will become disabled again if the switch is released. For this reason, most runners will immediately PS the CB to destroy it and prevent it from rolling back onto the switch.&lt;br /&gt;
&lt;br /&gt;
If this fails, as a backup, one can go to the exit door of the room, staying near it to keep it open, and draw a CB. With a careful position and camera angle, it's possible to draw a Waterspout from the bowl of water on floor 2 to the CB, extinguishing its fuse. The deactivated CB can then be pushed onto the switch to depress it indefinitely. See https://youtu.be/MTEK1ttIXM8?t=10192.&lt;br /&gt;
&lt;br /&gt;
===Inferno Early===&lt;br /&gt;
Within the sand room, there is a part of the upper cave wall without collision. It is possible to clip out-of-bounds here by doing an [[Air Ground Tackle]] off one of a nearby sand pile, jumping, then either doing a wall-jump or a double jump and curving Ammy over the wall.&lt;br /&gt;
&lt;br /&gt;
Wall-jump version: https://youtu.be/p43X6EVyFdM?t=745&lt;br /&gt;
Double jump version: https://youtu.be/1axZtxRQ-x4?t=9648&lt;br /&gt;
&lt;br /&gt;
===Quadruple Eye Switch Skip===&lt;br /&gt;
On the way to Inferno is a door locked by four eye switches which must be Power Slashed simultaneously. It can be skipped by jumping through the non-solid collision above the door.&lt;br /&gt;
&lt;br /&gt;
Wall-jump version: https://youtu.be/p43X6EVyFdM?t=814&lt;br /&gt;
Double jump version: https://youtu.be/1axZtxRQ-x4?t=9653&lt;br /&gt;
&lt;br /&gt;
===Bouncing Flower to Floor 4===&lt;br /&gt;
It's possible to reach the first floor directly from the bouncing flower on Floor 1 which opens after getting Inferno. This is done by pressing the jump button just after the flower reaches the bottom of its up-and-down motion. See https://youtu.be/p43X6EVyFdM?t=1044.&lt;br /&gt;
&lt;br /&gt;
===Floor 4 Black Imp Fight Skip===&lt;br /&gt;
At the entrance of the cave to the Black Demon Horn, there is a trigger for a fight with a single Black Imp. This can be skipped by jumping around it, hugging the cave walls. This can be done on both the left and right side of the cave, but it is more lenient on the right side (when going toward the Horn). The skip must be repeated going the other way when leaving the cave.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/1axZtxRQ-x4?t=9825&lt;br /&gt;
&lt;br /&gt;
===BF1 Skip===&lt;br /&gt;
It is possible to skip basement floor 1 by performing Inferno Early (or obtaining Fireburst) so that the Eye of Fire can be obtained on the first trip across the collapsing bridge on floor 3. Then, one can double jump around the trigger for the collapse sequence to avoid falling to BF1. This is thought to be impossible without double jump, so it's only done in NG AB.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/1axZtxRQ-x4?t=9934&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Moon_Cave_Tricks&amp;diff=1226</id>
		<title>Moon Cave Tricks</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Moon_Cave_Tricks&amp;diff=1226"/>
		<updated>2022-08-12T20:50:08Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Moon Cave Early */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
The Moon Cave is one of the most broken dungeons in speedruns, with a variety of tricks and skips available in all categories.&lt;br /&gt;
&lt;br /&gt;
===Moon Cave Skip===&lt;br /&gt;
In NG+ Any% and NG Any%, the Moon Cave is skipped entirely via [[City Checkpoint Skip]]. Inferno is never required in the remainder of the game, except in Wawku Shrine to melt some ice blocks. NG+ can skip Wawku via [[Ark Early]], and NG obtains [[Fireburst Early]] to melt those blocks instead.&lt;br /&gt;
&lt;br /&gt;
===Moon Cave Early===&lt;br /&gt;
In NG+ AB, it is possible to enter the Moon Cave without defeating Crimson Helm by [[KT Glitch|KT'ing]] over a very high invisible wall in front of the cave, then falling into a loading zone placed behind the barrier which normally blocks the entrance. See https://youtu.be/IA6FxpIdxRM?t=3487. It isn't known why this loading zone exists, as the Moon Cave is normally entered via cutscene, and cannot be left or accessed again later.&lt;br /&gt;
&lt;br /&gt;
In NG AB, it is possible to bypass the invisible wall using Lilypad and Galestorm. By travelling to the left into Lake Harami, you can find a corner in the invisible wall in the water. Stand on a Lilypad near the corner, and use Galestorm to push your Lilypad into that angle. When done properly, Amaterasu can walk through the invisible wall, and subsequently swim underneath the moon cave entrance while out of bounds. A series of out of bounds jumps can be performed to touch the loading zone, accesssing Moon Cave in New Game. This method allows you to skip Crimson Helm and the cutscenes in Kamiki Village. However, it will require you to have travelled to the Gale Shrine to get Galestorm, and to get Lilypad which is skipped in most speedruns besides All Brushes. Demonstration: https://youtu.be/uIvapVktQTo?t=7632&lt;br /&gt;
&lt;br /&gt;
===Calcified Cavern Skip===&lt;br /&gt;
In NG+ AB, you can immediately KT out-of-bounds from the Calcified Cavern to reach the loading zone to the main Moon Cave dungeon.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/IA6FxpIdxRM?t=3554&lt;br /&gt;
&lt;br /&gt;
===Early Floor 3 Vine===&lt;br /&gt;
After entering the main dungeon area, you are intended to go to the kitchen, rescue Ajimi, and use the key he gives you to open the lockjaw door to get the Ogre Liver. This can be skipped by simply jumping and Vining to the flower next to the Imp Merchant on floor 3. From there, you can jump down to floor 2 and enter the Ogre Liver section from the exit.&lt;br /&gt;
&lt;br /&gt;
This is a notable oversight, since it doesn't even require double jump. &lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/p43X6EVyFdM?list=PLqC5BKx5eR95mzsPwkwNf-MvKgoP0gcGN&amp;amp;t=386&lt;br /&gt;
&lt;br /&gt;
===Ogre Liver Cave Skips===&lt;br /&gt;
On the way to the Ogre Liver, the first flower can be skipped by doing a gold dash jump and air tackle for max distance (see https://youtu.be/p43X6EVyFdM?t=435). The second-to-last flower can be skipped by simply Vining directly to the last one. While Ammy is being pulled by the last Vine, one can Power Slash the eye switch. Ammy continues moving during the cutscene, saving some time.&lt;br /&gt;
&lt;br /&gt;
On the way back, the first flower can be skipped with a jump from the right edge of the platform (https://youtu.be/p43X6EVyFdM?t=507). After Vining to the next flower (the middle in line), Ammy can do a [[Vine Jump|mid-air wall-jump]] to skip the second-to-last flower (https://youtu.be/p43X6EVyFdM?t=517).&lt;br /&gt;
&lt;br /&gt;
The aerial wall-jump doesn't seem to work if one has double-jump, so NG AB takes an alternate route. On the way back from getting the Ogre Liver, you jump, double-jump, and air tackle off the right edge of the cliff, then Vine directly to the middle flower (https://youtu.be/1axZtxRQ-x4?t=9570), then Vine to the next two flowers normally.&lt;br /&gt;
&lt;br /&gt;
NG AB can also use double-jump to skip the small cutscene that shows the Waterspout pillar pond on the way out of the cave. See https://youtu.be/O4pY_qZ6fec?t=9606. &lt;br /&gt;
&lt;br /&gt;
===Floor 4 Galestorm Skip===&lt;br /&gt;
On floor 4, there is a gap which you are intended to cross by using Galestorm to raise some banner platforms. This can be skipped with a precise gold dash jump and air-tackle (see https://youtu.be/p43X6EVyFdM?t=589), or with double jump.&lt;br /&gt;
&lt;br /&gt;
===Sand Room Early===&lt;br /&gt;
On floor 3, there is a side-room filled with sand which includes a ball-pushing puzzle. It is possible to clip directly into the end of this room from the cannon area on Floor 4. This involves a fairly precise jump, double-jump, and air-tackle-bounce to clear the collision on the wall. The ceiling has no collision, so Ammy goes straight through. The sand room is directly beneath the cannon area, so Ammy just falls right in.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/p43X6EVyFdM?t=617&lt;br /&gt;
&lt;br /&gt;
===Sand Room Ball Switch Trick===&lt;br /&gt;
One can skip the ball-pushing puzzle in the sand room by drawing a CB next to the switch and using Galestorm to roll the CB over the switch. If done correctly, the cutscene of the switch being triggered will play, but the CB will roll off the switch before the cutscene finishes, causing all of the torches in the dungeon to stay lit. If the switch is pressed again after this, even for an instant, the torches will become disabled again if the switch is released. For this reason, most runners will immediately PS the CB to destroy it and prevent it from rolling back onto the switch.&lt;br /&gt;
&lt;br /&gt;
If this fails, as a backup, one can go to the exit door of the room, staying near it to keep it open, and draw a CB. With a careful position and camera angle, it's possible to draw a Waterspout from the bowl of water on floor 2 to the CB, extinguishing its fuse. The deactivated CB can then be pushed onto the switch to depress it indefinitely. See https://youtu.be/MTEK1ttIXM8?t=10192.&lt;br /&gt;
&lt;br /&gt;
===Inferno Early===&lt;br /&gt;
Within the sand room, there is a part of the upper cave wall without collision. It is possible to clip out-of-bounds here by doing an [[Air Ground Tackle]] off one of a nearby sand pile, jumping, then either doing a wall-jump or a double jump and curving Ammy over the wall.&lt;br /&gt;
&lt;br /&gt;
Wall-jump version: https://youtu.be/p43X6EVyFdM?t=745&lt;br /&gt;
Double jump version: https://youtu.be/1axZtxRQ-x4?t=9648&lt;br /&gt;
&lt;br /&gt;
===Quadruple Eye Switch Skip===&lt;br /&gt;
On the way to Inferno is a door locked by four eye switches which must be Power Slashed simultaneously. It can be skipped by jumping through the non-solid collision above the door.&lt;br /&gt;
&lt;br /&gt;
Wall-jump version: https://youtu.be/p43X6EVyFdM?t=814&lt;br /&gt;
Double jump version: https://youtu.be/1axZtxRQ-x4?t=9653&lt;br /&gt;
&lt;br /&gt;
===Bouncing Flower to Floor 4===&lt;br /&gt;
It's possible to reach the first floor directly from the bouncing flower on Floor 1 which opens after getting Inferno. This is done by pressing the jump button just after the flower reaches the bottom of its up-and-down motion. See https://youtu.be/p43X6EVyFdM?t=1044.&lt;br /&gt;
&lt;br /&gt;
===Floor 4 Black Imp Fight Skip===&lt;br /&gt;
At the entrance of the cave to the Black Demon Horn, there is a trigger for a fight with a single Black Imp. This can be skipped by jumping around it, hugging the cave walls. This can be done on both the left and right side of the cave, but it is more lenient on the right side (when going toward the Horn). The skip must be repeated going the other way when leaving the cave.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/1axZtxRQ-x4?t=9825&lt;br /&gt;
&lt;br /&gt;
===BF1 Skip===&lt;br /&gt;
It is possible to skip basement floor 1 by performing Inferno Early (or obtaining Fireburst) so that the Eye of Fire can be obtained on the first trip across the collapsing bridge on floor 3. Then, one can double jump around the trigger for the collapse sequence to avoid falling to BF1. This is thought to be impossible without double jump, so it's only done in NG AB.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/1axZtxRQ-x4?t=9934&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1216</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1216"/>
		<updated>2022-06-24T00:01:31Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Applications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
The currently known methods of acquiring HLNC occur in Tsuta ruins, Agata forest, and Ezofuji.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, talk to him until he cries, then tackle him. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use the HBS setup to achieve HLNC in Agata Forest. To do this, perform HBS as usual up to the point of blooming the patch, skipping Sleepy's cutscene, and feeding the rabbits. Go to the mermaid spring and speak to the sign, then wait for a day transition to gain control with the textbox still open. Speak to Kokari until he cries, then tackle him. Stay on the text box viewing invisible Amaterasu until yet another day transition, wherein you will gain control once again. Feed animals a second time, and you will enter fishing with HLNC.&lt;br /&gt;
&lt;br /&gt;
In Ezofuji, there is a HLNC involving [[Yoshpet Early]] to travel 100YITP and rescue Lika prior to visiting Ezofuji. Upon entering Ezofuji with Lika, you will get a floating text box due to cutscene overlaps. You may then store Issun's dialogue for entering Wawku shrine, then feed a bear. Close issun's dialogue to enter Wawku Shrine with HLNC still enabled. Demonstration of bringing Lika to your first visit in Ezofuji: https://www.youtube.com/watch?v=hTTsFA6jiqo&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene. The intro cutscene to Tsuta ruins will sustain HLNC and teleport you to the ground, and the area trigger with Blockhead will sustain HLNC but not teleport you onto land.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, acquiring HLNC and traversing the world with it can consume a lot of time in a speedrun setting.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1215</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1215"/>
		<updated>2022-06-23T23:38:45Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Ending HLNC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
The currently known methods of acquiring HLNC occur in Tsuta ruins, Agata forest, and Ezofuji.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, talk to him until he cries, then tackle him. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use the HBS setup to achieve HLNC in Agata Forest. To do this, perform HBS as usual up to the point of blooming the patch, skipping Sleepy's cutscene, and feeding the rabbits. Go to the mermaid spring and speak to the sign, then wait for a day transition to gain control with the textbox still open. Speak to Kokari until he cries, then tackle him. Stay on the text box viewing invisible Amaterasu until yet another day transition, wherein you will gain control once again. Feed animals a second time, and you will enter fishing with HLNC.&lt;br /&gt;
&lt;br /&gt;
In Ezofuji, there is a HLNC involving [[Yoshpet Early]] to travel 100YITP and rescue Lika prior to visiting Ezofuji. Upon entering Ezofuji with Lika, you will get a floating text box due to cutscene overlaps. You may then store Issun's dialogue for entering Wawku shrine, then feed a bear. Close issun's dialogue to enter Wawku Shrine with HLNC still enabled. Demonstration of bringing Lika to your first visit in Ezofuji: https://www.youtube.com/watch?v=hTTsFA6jiqo&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene. The intro cutscene to Tsuta ruins will sustain HLNC and teleport you to the ground, and the area trigger with Blockhead will sustain HLNC but not teleport you onto land.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1214</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1214"/>
		<updated>2022-06-23T23:27:37Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
The currently known methods of acquiring HLNC occur in Tsuta ruins, Agata forest, and Ezofuji.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, talk to him until he cries, then tackle him. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use the HBS setup to achieve HLNC in Agata Forest. To do this, perform HBS as usual up to the point of blooming the patch, skipping Sleepy's cutscene, and feeding the rabbits. Go to the mermaid spring and speak to the sign, then wait for a day transition to gain control with the textbox still open. Speak to Kokari until he cries, then tackle him. Stay on the text box viewing invisible Amaterasu until yet another day transition, wherein you will gain control once again. Feed animals a second time, and you will enter fishing with HLNC.&lt;br /&gt;
&lt;br /&gt;
In Ezofuji, there is a HLNC involving [[Yoshpet Early]] to travel 100YITP and rescue Lika prior to visiting Ezofuji. Upon entering Ezofuji with Lika, you will get a floating text box due to cutscene overlaps. You may then store Issun's dialogue for entering Wawku shrine, then feed a bear. Close issun's dialogue to enter Wawku Shrine with HLNC still enabled. Demonstration of bringing Lika to your first visit in Ezofuji: https://www.youtube.com/watch?v=hTTsFA6jiqo&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1213</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1213"/>
		<updated>2022-06-23T22:40:01Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The currently known methods of acquiring HLNC occur in Tsuta ruins, Agata forest, and Ezofuji.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, talk to him until he cries, then tackle him. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
In Ezofuji, there is a HLNC involving [[Yoshpet Early]] to travel 100YITP and rescue Lika prior to visiting Ezofuji. Upon entering Ezofuji with Lika, you will get a floating text box due to cutscene overlaps. You may then store Issun's dialogue for entering Wawku shrine, then feed a bear. Close issun's dialogue to enter Wawku Shrine with HLNC still enabled. Demonstration of bringing Lika to your first visit in Ezofuji: https://www.youtube.com/watch?v=hTTsFA6jiqo&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1212</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1212"/>
		<updated>2022-06-23T19:01:00Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The currently known methods of acquiring HLNC occur in Tsuta ruins, Agata forest, and Ezofuji.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
In Ezofuji, there is a HLNC involving [[Yoshpet Early]] to travel 100YITP and rescue Lika prior to visiting Ezofuji. Upon entering Ezofuji with Lika, you will get a floating text box due to cutscene overlaps. You may then store Issun's dialogue for entering Wawku shrine, then feed a bear. Close issun's dialogue to enter Wawku Shrine with HLNC still enabled. Demonstration of bringing Lika to your first visit in Ezofuji: https://www.youtube.com/watch?v=hTTsFA6jiqo&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1211</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1211"/>
		<updated>2022-06-23T18:56:17Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The currently known methods of acquiring HLNC occur in Tsuta ruins, Agata forest, and Ezofuji.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
In Ezofuji, there is a HLNC involving [[Yoshpet Early]] to travel 100YITP and rescue Lika prior to visiting Ezofuji. Upon entering Ezofuji with Lika, you will get a floating text box due to cutscene overlaps. You may then store Issun dialogue for entering Wawku shrine, and enter a story cutscene with the HLNC trigger. Close issun's dialogue to enter Wawku Shrine with HLNC still enabled. Demonstration of bringing Lika to your first visit in Ezofuji: https://www.youtube.com/watch?v=hTTsFA6jiqo&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1210</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1210"/>
		<updated>2022-06-23T18:29:03Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The two currently known methods of acquiring HLNC both occur around the same location in the game: one in Tsuta ruins, and the other in Agata forest.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC. Original demonstration by Half Blue: https://www.youtube.com/watch?v=r_3xO4vZSaU A more streamlined setup with input viewer can be seen at the beginning of this video: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=HLNC&amp;diff=1209</id>
		<title>HLNC</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=HLNC&amp;diff=1209"/>
		<updated>2022-06-23T18:26:29Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: Redirected page to Height lock no clip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Height lock no clip]]&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1208</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1208"/>
		<updated>2022-06-23T18:25:58Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Applications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The two currently known methods of acquiring HLNC both occur around the same location in the game: one in Tsuta ruins, and the other in Agata forest.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining and traveling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1207</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1207"/>
		<updated>2022-06-23T18:25:05Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu. This state also causes many NPCs to T-pose assertively.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The two currently known methods of acquiring HLNC both occur around the same location in the game: one in Tsuta ruins, and the other in Agata forest.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining HLNC and travelling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Walking_While_Talking&amp;diff=1206</id>
		<title>Walking While Talking</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Walking_While_Talking&amp;diff=1206"/>
		<updated>2022-06-23T18:23:53Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
'''Walking While Talking''' (aka WWT) is a state where time continues to advance, possibly with the ability to control Ammy, while dialogue is up. WWT is normally activated by triggering dialogue and interrupting it with a cutscene. Only certain combinations of cutscene and dialogue will produce this state -- this, along with the effects of WWT, is not fully understood. There are two distinct kinds of WWT state -- this page will denote WWT that allows full control of Ammy as type one, and the second, which does not allow control of Ammy without &amp;quot;breaking free&amp;quot; via another cutscene, but allows pausing and the use of the brush and allows time to move type two.&lt;br /&gt;
&lt;br /&gt;
With WWT activated, speaking to an NPC will generally replace the existing dialogue while Ammy retains WWT. On most versions of the game, if one has the dialogue of a character with a portrait on the screen and then moves too far from that character, the game will crash. This presumably occurs because character portraits only remain loaded when Ammy is close enough to an NPC. This crash will even occur if it is Issun's dialogue on-screen. The Wii version has more lenient crash behavior -- instead the character's portrait may be replaced by some other graphic, such as the Stray Bead icon, and in many cases it is possible to move far away from the NPC without a crash. What determines crashes and portrait replacement on Wii is not well-understood. Additionally, some NPCs' text appears have a strangely magnetic effect on Ammy -- she will constantly turn and skew toward the NPC in question while in proximity to them -- this even affects the trajectory of dashes.&lt;br /&gt;
&lt;br /&gt;
WWT can be cancelled by simply closing the dialogue box. It is also cancelled when going through loading zones (long or short), meaning WWT must be activated in the same map where it is used. &lt;br /&gt;
&lt;br /&gt;
WWT is not speedrun-applicable, but may become so in future if its current limitations are overcome.&lt;br /&gt;
&lt;br /&gt;
==Areas where WWT can be Activated==&lt;br /&gt;
&lt;br /&gt;
===Ark of Yamato===&lt;br /&gt;
&lt;br /&gt;
Before talking to one of the celestials, KT over the dialougue and fight any of the ark bosses. After defeating one of the bosses go back and activate the exiting dialougue and you will have WWT. This happens because the entering dialougue is never played so when you go back after defeating any boss the exiting dialougue is played at the same time as the entering. Currently no use for this.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://www.youtube.com/watch?v=-HCfXHOwioQ&lt;br /&gt;
===Gale Shrine===&lt;br /&gt;
After defeating Ninetales, you can fight the Kusa 5 - Fuse's canine warriors, in the room with the first Chimera in Gale Shrine. Before the fight, if you tackle one of the canine warriors, but jump just before they are hit, you can store their dialogue. If you then talk to Fuse, you will have WWT with the battle-start dialogue. There's no known use for this.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/ndq-ivva89c&lt;br /&gt;
&lt;br /&gt;
===Moon Cave Entrance===&lt;br /&gt;
See https://youtu.be/sU0_HONWo3g. Issun's text on attempts to draw a sun can be combined with the text triggered by letting the Moon Cave barrier hit you. Fairly limited, but still noteworthy. No method to draw a second sun and get free movement without KTs seems to exist as of now, so it is limited to type two for new game.&lt;br /&gt;
&lt;br /&gt;
===Kamiki===&lt;br /&gt;
Unlike most cutscenes in the game, Ammy is not prevented from drowning after Rejuvenating Kushi's waterwheel. By jumping into the river near Kushi and waiting until Ammy is just about to drown before using Rejuvenation, one can respawn before the scroll transition occurs and tackle Kushi. See https://youtu.be/Dl9lI99ih88. If one then allows the cutscenes to play out in the correct sequence, one can exit the dialogue while Kushi's introductory text stays on screen.&lt;br /&gt;
&lt;br /&gt;
If the dialogue is taken to Komuso, you can start his battle from outside the battle barrier, allowing you to effectively flee the battle, though there are no directly interesting consequences of this.&lt;br /&gt;
&lt;br /&gt;
===Shinshu===&lt;br /&gt;
DriftingPancake/ZLAMP reported that they performed WWT in Shinshu using Issun's intro text for the dojo, possibly via some effect of the [[Invisible Cherry Bomb Glitch]], but could not replicate it.&lt;br /&gt;
&lt;br /&gt;
===Agata===&lt;br /&gt;
It is possible to delay activation of the cutscene which plays when one of the spherical objects in the area is returned to Sleepy (aka Nemui, the bear). This is done by cutting a torch, then pushing the ball into position so that the torch will push it into Sleepy's trigger when the torch respawns. Before this happens, you can jump down and go into the cave below, then PS the chest by the guardian sapling to collect the Prayer Beads. The associated tutorial cutscene will be interrupted by the Sleepy cutscene. Ammy will then be placed in type two WWT. If one waits for a day-night transition and cancels it by skipping the Sleepy cutscene, type one WWT can be entered. See https://youtu.be/r_3xO4vZSaU.&lt;br /&gt;
&lt;br /&gt;
This WWT has a unique use: if one begins the dialogue for fishing with Kokari, then feeds an animal as the transition to fishing occurs, the minigame will immediately end after the introductory dialogue. When loading completes, all NPCs will T-pose, and Ammy will have [[Height lock no clip]].&lt;br /&gt;
&lt;br /&gt;
During this no-clip, Ammy isn't affected by gravity. If she jumps, she gains no height and will get stuck airborne. By ending a dialogue will Ammy snap back to the ground. One can also air tackle into a slope to regain a grounded state, which also allows you to gain height. Otherwise, Ammy is height-locked. This no-clip state is retained even across loading zones, unlike WWT itself. Enemy encounters are also affected -- the battle begins, but no barrier appears and Ammy is invincible and can move freely.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, this could allow for major sequence breaks, but the long, precise setup and under-explored mechanics have prevented its implementation into speedruns. A shorter or more generally-applicable setup would be a large step forward.&lt;br /&gt;
&lt;br /&gt;
===Tsuta===&lt;br /&gt;
In the poison pot room, it is possible to perform a [[Brush Adventure]] up to the ledge where the poison pots, but before all 3 devil gates have been defeated. Though the pots are invisible and cannot be attacked or PS'd, their hitboxes can still be hit by CB's. If all of the pots are destroyed using CB's, then the mushroom growing cutscene is triggered and allowed to play out, you will have WWT. See https://youtu.be/5Wjfv3Bg0-o. This also has the effect of removing the loading zone to the Vine room.&lt;br /&gt;
&lt;br /&gt;
===Kusa===&lt;br /&gt;
In cursed Kusa (i.e. before talking to Fuse), whenever Ammy attempts to use the brush, Issun will talk as soon as the brush closes. You can interrupt Issun's dialogue by talking to the merchant at the entrance of the village, then tackle his shop and talk a few times to bring up the shopping yes-no menu. This menu can be taken through the village without crashing. Because the only way to progress in cursed Kusa is to completely talk to Fuse, cancelling WWT, this has no use. It is, however, likely the easiest and fastest way to demonstrate WWT. Note that the merchant in Kusa is a slightly different type of NPC -- his dialogue may be triggered while airborne. There are several other NPCs of this &amp;quot;type&amp;quot;, including the innkeeper in Kusa and the merchant in City Checkpoint. This property may facilitate other ways to trigger WWT, but so far has not.&lt;br /&gt;
&lt;br /&gt;
There is also another variant on the cursed Kusa WWT that uses Susano's text combined with Issun's brush text; it can be found [https://youtu.be/QnvI2yxWzAs  here].&lt;br /&gt;
&lt;br /&gt;
===Sei-an Aristocratic===&lt;br /&gt;
Exiting the Eastern treasure room in Himiko's Palace just after opening Rao's secret tunnel from Ryoshima Coast for the first time with a day-night cutscene queued will interrupt Issun's text and allow WWT to be triggered. A day/night cutscene can be queued by entering an interior after drawing a sun or moon, or drawing one OOB from an interior. This can be done via an interior clip out of the treasure room and into Rao's tunnel. See https://streamable.com/zrsch. This WWT is particularly interesting and flexible -- a portion of the day/night cutscene will play before Issun's text comes up, and if this is instantly canceled, Issun's text will be &amp;quot;stored&amp;quot;, and expended on the next cutscene. This means it is possible to jump out of the treasure room again and get out of the palace while avoiding the guards and other sources of text and cutscenes. Day/night cutscenes may be used to enter type one or two WWT anywhere outside on the same map. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, while Benkei does have a fishing minigame here in restored Sei-an Aristocratic, due to the lack of animals on the map to feed, known methods of no-clip are impossible here.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This video demonstrates the earliest known recorded instance of WWT: https://youtu.be/ndq-ivva89c&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Walking_While_Talking&amp;diff=1205</id>
		<title>Walking While Talking</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Walking_While_Talking&amp;diff=1205"/>
		<updated>2022-06-23T18:23:21Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
'''Walking While Talking''' (aka WWT) is a state where time continues to advance, possibly with the ability to control Ammy, while dialogue is up. WWT is normally activated by triggering dialogue and interrupting it with a cutscene. Only certain combinations of cutscene and dialogue will produce this state -- this, along with the effects of WWT, is not fully understood. There are two distinct kinds of WWT state -- this page will denote WWT that allows full control of Ammy as type one, and the second, which does not allow control of Ammy without &amp;quot;breaking free&amp;quot; via another cutscene, but allows pausing and the use of the brush and allows time to move type two.&lt;br /&gt;
&lt;br /&gt;
With WWT activated, speaking to an NPC will generally replace the existing dialogue while Ammy retains WWT. On most versions of the game, if one has the dialogue of a character with a portrait on the screen and then moves too far from that character, the game will crash. This presumably occurs because character portraits only remain loaded when Ammy is close enough to an NPC. This crash will even occur if it is Issun's dialogue on-screen. The Wii version has more lenient crash behavior -- instead the character's portrait may be replaced by some other graphic, such as the Stray Bead icon, and in many cases it is possible to move far away from the NPC without a crash. What determines crashes and portrait replacement on Wii is not well-understood. Additionally, some NPCs' text appears have a strangely magnetic effect on Ammy -- she will constantly turn and skew toward the NPC in question while in proximity to them -- this even affects the trajectory of dashes.&lt;br /&gt;
&lt;br /&gt;
WWT can be cancelled by simply closing the dialogue box. It is also cancelled when going through loading zones (long or short), meaning WWT must be activated in the same map where it is used. &lt;br /&gt;
&lt;br /&gt;
WWT is not speedrun-applicable, but may become so in future if its current limitations are overcome.&lt;br /&gt;
&lt;br /&gt;
==Areas where WWT can be Activated==&lt;br /&gt;
&lt;br /&gt;
===Ark of Yamato===&lt;br /&gt;
&lt;br /&gt;
Before talking to one of the celestials, KT over the dialougue and fight any of the ark bosses. After defeating one of the bosses go back and activate the exiting dialougue and you will have WWT. This happens because the entering dialougue is never played so when you go back after defeating any boss the exiting dialougue is played at the same time as the entering. Currently no use for this.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://www.youtube.com/watch?v=-HCfXHOwioQ&lt;br /&gt;
===Gale Shrine===&lt;br /&gt;
After defeating Ninetales, you can fight the Kusa 5 - Fuse's canine warriors, in the room with the first Chimera in Gale Shrine. Before the fight, if you tackle one of the canine warriors, but jump just before they are hit, you can store their dialogue. If you then talk to Fuse, you will have WWT with the battle-start dialogue. There's no known use for this.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/ndq-ivva89c&lt;br /&gt;
&lt;br /&gt;
===Moon Cave Entrance===&lt;br /&gt;
See https://youtu.be/sU0_HONWo3g. Issun's text on attempts to draw a sun can be combined with the text triggered by letting the Moon Cave barrier hit you. Fairly limited, but still noteworthy. No method to draw a second sun and get free movement without KTs seems to exist as of now, so it is limited to type two for new game.&lt;br /&gt;
&lt;br /&gt;
===Kamiki===&lt;br /&gt;
Unlike most cutscenes in the game, Ammy is not prevented from drowning after Rejuvenating Kushi's waterwheel. By jumping into the river near Kushi and waiting until Ammy is just about to drown before using Rejuvenation, one can respawn before the scroll transition occurs and tackle Kushi. See https://youtu.be/Dl9lI99ih88. If one then allows the cutscenes to play out in the correct sequence, one can exit the dialogue while Kushi's introductory text stays on screen.&lt;br /&gt;
&lt;br /&gt;
If the dialogue is taken to Komuso, you can start his battle from outside the battle barrier, allowing you to effectively flee the battle, though there are no directly interesting consequences of this.&lt;br /&gt;
&lt;br /&gt;
===Shinshu===&lt;br /&gt;
DriftingPancake/ZLAMP reported that they performed WWT in Shinshu using Issun's intro text for the dojo, possibly via some effect of the [[Invisible Cherry Bomb Glitch]], but could not replicate it.&lt;br /&gt;
&lt;br /&gt;
===Agata===&lt;br /&gt;
It is possible to delay activation of the cutscene which plays when one of the spherical objects in the area is returned to Sleepy (aka Nemui, the bear). This is done by cutting a torch, then pushing the ball into position so that the torch will push it into Sleepy's trigger when the torch respawns. Before this happens, you can jump down and go into the cave below, then PS the chest by the guardian sapling to collect the Prayer Beads. The associated tutorial cutscene will be interrupted by the Sleepy cutscene. Ammy will then be placed in type two WWT. If one waits for a day-night transition and cancels it by skipping the Sleepy cutscene, type one WWT can be entered. See https://youtu.be/r_3xO4vZSaU.&lt;br /&gt;
&lt;br /&gt;
This WWT has a unique use: if one begins the dialogue for fishing with Kokari, then feeds an animal as the transition to fishing occurs, the minigame will immediately end after the introductory dialogue. When loading completes, all NPCs will T-pose, and Ammy will have [[no-clip and a locked height|Height lock no clip]].&lt;br /&gt;
&lt;br /&gt;
During this no-clip, Ammy isn't affected by gravity. If she jumps, she gains no height and will get stuck airborne. By ending a dialogue will Ammy snap back to the ground. One can also air tackle into a slope to regain a grounded state, which also allows you to gain height. Otherwise, Ammy is height-locked. This no-clip state is retained even across loading zones, unlike WWT itself. Enemy encounters are also affected -- the battle begins, but no barrier appears and Ammy is invincible and can move freely.&lt;br /&gt;
&lt;br /&gt;
Hypothetically, this could allow for major sequence breaks, but the long, precise setup and under-explored mechanics have prevented its implementation into speedruns. A shorter or more generally-applicable setup would be a large step forward.&lt;br /&gt;
&lt;br /&gt;
===Tsuta===&lt;br /&gt;
In the poison pot room, it is possible to perform a [[Brush Adventure]] up to the ledge where the poison pots, but before all 3 devil gates have been defeated. Though the pots are invisible and cannot be attacked or PS'd, their hitboxes can still be hit by CB's. If all of the pots are destroyed using CB's, then the mushroom growing cutscene is triggered and allowed to play out, you will have WWT. See https://youtu.be/5Wjfv3Bg0-o. This also has the effect of removing the loading zone to the Vine room.&lt;br /&gt;
&lt;br /&gt;
===Kusa===&lt;br /&gt;
In cursed Kusa (i.e. before talking to Fuse), whenever Ammy attempts to use the brush, Issun will talk as soon as the brush closes. You can interrupt Issun's dialogue by talking to the merchant at the entrance of the village, then tackle his shop and talk a few times to bring up the shopping yes-no menu. This menu can be taken through the village without crashing. Because the only way to progress in cursed Kusa is to completely talk to Fuse, cancelling WWT, this has no use. It is, however, likely the easiest and fastest way to demonstrate WWT. Note that the merchant in Kusa is a slightly different type of NPC -- his dialogue may be triggered while airborne. There are several other NPCs of this &amp;quot;type&amp;quot;, including the innkeeper in Kusa and the merchant in City Checkpoint. This property may facilitate other ways to trigger WWT, but so far has not.&lt;br /&gt;
&lt;br /&gt;
There is also another variant on the cursed Kusa WWT that uses Susano's text combined with Issun's brush text; it can be found [https://youtu.be/QnvI2yxWzAs  here].&lt;br /&gt;
&lt;br /&gt;
===Sei-an Aristocratic===&lt;br /&gt;
Exiting the Eastern treasure room in Himiko's Palace just after opening Rao's secret tunnel from Ryoshima Coast for the first time with a day-night cutscene queued will interrupt Issun's text and allow WWT to be triggered. A day/night cutscene can be queued by entering an interior after drawing a sun or moon, or drawing one OOB from an interior. This can be done via an interior clip out of the treasure room and into Rao's tunnel. See https://streamable.com/zrsch. This WWT is particularly interesting and flexible -- a portion of the day/night cutscene will play before Issun's text comes up, and if this is instantly canceled, Issun's text will be &amp;quot;stored&amp;quot;, and expended on the next cutscene. This means it is possible to jump out of the treasure room again and get out of the palace while avoiding the guards and other sources of text and cutscenes. Day/night cutscenes may be used to enter type one or two WWT anywhere outside on the same map. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, while Benkei does have a fishing minigame here in restored Sei-an Aristocratic, due to the lack of animals on the map to feed, known methods of no-clip are impossible here.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This video demonstrates the earliest known recorded instance of WWT: https://youtu.be/ndq-ivva89c&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1204</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1204"/>
		<updated>2022-06-23T18:22:49Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The two currently known methods of acquiring HLNC both occur around the same location in the game: one in Tsuta ruins, and the other in Agata forest.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining HLNC and travelling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1203</id>
		<title>Height Lock No Clip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Height_Lock_No_Clip&amp;diff=1203"/>
		<updated>2022-06-23T18:21:12Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: Created page with &amp;quot;{{Glitch}}  ==Explanation==  &amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel thr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Glitch}}&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Height lock no clip&amp;quot; (HLNC) is a glitched state of physics in which Amaterasu is seemingly stuck at her current height, and can freely travel through any terrain unobstructed. HLNC can be obtained by using [[Walking While Talking]] to cancel a cutscene after it sets the appropriate flag(s) to HLNC, thus ending the cutscene before it resolves the game state back to normal. As a result, Amaterasu will keep the HLNC state in the overworld, and can retain it while moving around, passing through loading zones, and even through cutscenes which do not unset the HLNC flag. Amaterasu can use the brush during this state, but cannot enter the fan menu.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The two currently known methods of acquiring HLNC both occur around the same location in the game: one in Tsuta ruins, and the other in Agata forest.&lt;br /&gt;
&lt;br /&gt;
In Tsuta ruins, you can store the poison spewing pots cutscene by doing [[Pot Skip]]. Use that cutscene to store Issun's text box asking if you are sure you wish to leave Tsuta ruins. Then, enter the vine room and trigger the vine constellation. Cancel the cutscene by closing Issun's dialogue with the left option. You will load into Agata Forest with Height Lock No Clip. This HLNC method renders the vine brush power unobtainable, and thus the game cannot be beaten due to the Ark Spider Queen boss fight. Demonstration: https://youtu.be/zAR6IOG7cys?t=11705&lt;br /&gt;
&lt;br /&gt;
In Agata Forest, you can overlap the cutscene of a cabbage or walnut being delivered to Sleepy, with the cutscene of opening the chest with Rosary Beads. Wait until day transition to unfreeze the cutscene state, then brush to regain full control. You will need to manipulate the cutscene state slightly here in order to regain normal functionality of the talk button, which can be achieved by blooming a cursed patch or by reading the sign near the mermaid spring. During the day time you can talk to Kokari to get a floating text box, then tackle him until he cries, then talk to him once more. This will give you a floating text box that will load you into fishing when it closes. Wait for another day transition so you can regain movement. You may then feed any wildlife in Agata Forest, such as the rabbits near [[HBS]] or the rabbits near Madame Fawn. The feeding cutscene will enter Height Lock No Clip, and will be interrupted by loading into fishing. You may then exit out of fishing and load into Agata Forest with HLNC. As covered in the next section, you may need to walk into and out of Tsuta Ruins to regain your shadow, and you may then proceed with HLNC.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Height Lock No Clip negates all collision, and Amaterasu can easily travel through walls, floors, into and out of demon scroll fights, and infinitely into the void. Amaterasu will move much faster with HLNC if you tackle jump prior to travelling, as tackle jump speed is significantly better than walking speed or falling speed. In most areas of the game, walking off the floor will result in Amaterasu entering a falling animation and floating into the void. However, in some areas such as Kamui and Ezofuji, Amaterasu can easily be manipulated to walk on an invisible floor in the void.&lt;br /&gt;
&lt;br /&gt;
Amaterasu's shadow has unusual importance during HLNC. Under normal conditions where her shadow is present, you can jump and land on floors easily by tackle jumping, traveling at will, and air tackling to land back on the floor. However, when Amaterasu's shadow disappears, the mechanics of HLNC will change in troubling ways. When travelling over water, the shadow will disappear and Amaterasu will no longer be able to land on ground. When travelling over snow, Amaterasu's shadow will disappear, and she will get stuck on an invisible floor and be unable to gain or lose any height using the movement strategies that are available. It is generally wise to travel out of bounds in areas with water or snow, to avoid losing your shadow.&lt;br /&gt;
&lt;br /&gt;
If you lose your shadow (such as because you gained HLNC from fishing and you are surrounded by water), you may regain it by travelling through a loading zone. The Tsuta ruins loading zone can be reached after exiting fishing. You can also reach Yoshpet upon entering healed Kamui mainland (after the 3rd tunnel), which may help with getting close to Wep'keer with your shadow.&lt;br /&gt;
&lt;br /&gt;
==Changing Height==&lt;br /&gt;
&lt;br /&gt;
Despite that Height Lock No Clip is designed to freeze your Y value, there are some methods you can use to both gain and lose height. There is a very slow method to both gain and lose height, which is performed by initiating a tackle while running and turning. If you are moving forward and sharply turn to the left a few frames before tackling, Amaterasu will gain a slight amount of height while winding up the tackle. Conversely, if you are moving forward and turn to the right and initiate a tackle, Amaterasu will lose a small amount of height. When done perfectly, you can change your Y value by about 0.6 per tackle. If Amaterasu is not turning enough when tackling, the Y value will change by even smaller amounts. This method will take hundreds of tackles to gain or lose meaningful height. The most notable example of this is lowering yourself from the first tunnel in Kamui down to the loading zone of the 2nd tunnel, which requires a change of -80 Y value. This takes around 125 perfect tackles, or multiple hundreds of imperfect tackles. This process is likely to take between 15 and 40 minutes depending on how efficient the player's method is. There is no other known method to lose height, but there is a faster method to gain height.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can gain height by jumping and tackling into an upward slope. Upon landing, Amaterasu will snap slightly to the higher slope, and can gain a few units of Y value. Furthermore, Amaterasu can also tackle from behind a slope (out of bounds under the slope), and tackle backwards inbounds onto the slope, which will gain even greater height. Tackling from behind the slope inbounds and landing can gain as many as 8+ Y units per maneuver. Therefore, it is relatively trivial to gain height with HLNC so long as there is a slope you can climb.&lt;br /&gt;
&lt;br /&gt;
Using these movement techniques, it is possible to take a Height Lock No Clip from Agata Forest all the way to the Ark Of Yamato. This strategy requires you to enter and bloom Kamui prior to gaining HLNC, because blooming Kamui will end HLNC as discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
==Ending HLNC==&lt;br /&gt;
&lt;br /&gt;
While many loading zones and cutscenes do not end HLNC, there are some notable situations which will cancel it. Blooming a guardian sapling will end Height Lock No Clip, which restricts its usefulness in entering cursed areas. For example, it is not helpful to travel from Agata Forest to Cursed Taka Pass; or Agata Forest to Healed Taka Pass to Cursed Ryoshima Coast. While Amaterasu can travel through the cursed areas without restriction, there are no loading zones until you heal the area.&lt;br /&gt;
&lt;br /&gt;
Amaterasu can enter and leave normal encounters at will, but many encounters with loading zone cutscenes will untrigger HLNC. Some examples of fights that end HLNC include Waka 2 and Igloo Turtle.&lt;br /&gt;
&lt;br /&gt;
Entering the Tango Cutscene to the Ark Of Yamato will cancel HLNC, which is beneficial as it's much faster to defeat bosses in the ark with access to the fan menu (exorcism slips).&lt;br /&gt;
&lt;br /&gt;
Many other cutscenes and loading zones will not end HLNC. Some examples of cutscenes which *DO NOT* cancel Height Lock No Clip include entering a major area for the first time (camera pan and issun dialogue), in-game dialogue cutscenes (such as talking to Samickle in Wep'keer), or entering Ark of Yamato through the direct loading zone behind the Tango Cutscene.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
p0ppr0cks has used HLNC in a segmented New Game Minimum Brushes run, to travel from Agata Forest all the way to the Ark of Yamato. This skips Blizzard, and the requirement to have Fireburst or Inferno to melt the slots. The notable segment using HLNC: https://www.twitch.tv/videos/1498542695&lt;br /&gt;
&lt;br /&gt;
While HLNC can be achieved very early in a New Game file, it is difficult to implement in speedruns due to the fact that it is difficult to make significant progress in cursed areas while maintaining HLNC. You could use HLNC to heal Kamui very early on, and could enter Wawku Shrine or regain HLNC and use it to reach Ark. However, you cannot progress in Wawku Shrine without a fire brush power, and you cannot beat bosses in Ark without having necessary brush powers such as Thunderstorm, Galestorm, and Vine.&lt;br /&gt;
&lt;br /&gt;
Furthermore, gaining HLNC and travelling with HLNC is somewhat time consuming.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1191</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1191"/>
		<updated>2022-03-30T22:30:13Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Using Mouse and Keyboard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Dboost|Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply use the in-game controls menu to bind tackle and jump to keys that are easy for you to press while holding a controller, such as Ctrl or Space. Although the mouse/keyboard keybinds are quicker to set up, reconfiguring the controller can allow for more a more intuitive solution.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1190</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1190"/>
		<updated>2022-03-30T22:29:27Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Using Mouse and Keyboard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Dboost|Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply use the in-game controls menu to bind tackle and jump to keys that are easy for you to press while holding a controller, such as Ctrl or Space. Although this strategy is quicker to set up, reconfiguring the controller can allow for more a more intuitive solution.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1189</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1189"/>
		<updated>2022-03-30T22:27:53Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Using Mouse and Keyboard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Dboost|Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply use the in-game controls menu to bind tackle and jump to keys that are easy for you to press while holding a controller, such as Ctrl or Space.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1188</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1188"/>
		<updated>2022-03-30T22:26:54Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Using Mouse and Keyboard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Dboost|Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply bind tackle and jump to keys that are easy for you to press while holding a controller, such as Ctrl or Space.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1187</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1187"/>
		<updated>2022-03-30T22:24:46Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Dboost|Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply bind tackle and jump to keys that are easy for you to press while holding controller.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1186</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1186"/>
		<updated>2022-03-30T22:24:21Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Using Mouse and Keyboard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Demon Boost|Dboost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply bind tackle and jump to keys that are easy for you to press while holding controller.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1185</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1185"/>
		<updated>2022-03-30T22:23:54Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse/keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply bind tackle and jump to keys that are easy for you to press while holding controller.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1184</id>
		<title>Steam API Action Layer Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Steam_API_Action_Layer_Glitch&amp;diff=1184"/>
		<updated>2022-03-30T22:23:12Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explanation==&lt;br /&gt;
The PC/Steam release of Ōkami HD does not have direct controller support. Instead, its native control scheme is Mouse and Keyboard, with gamepad controls being configured through the Steam Input/Controller API. The in-game implementation of this API suffers from a bug, where the game will not recognize controller inputs for 1 frame when switching Action Layers/gameplay contexts (e.g. normal movement, in brush, fan menu, loading zones).&lt;br /&gt;
&lt;br /&gt;
When using the default/official controller configuration, this makes certain techniques more difficult or impossible while using controller. For example, it is impossible to set up the first-frame jump for Origin Warps using controller on PC. This also interferes with Brush Buffering for Fire Tablet Skip, as each Brush Buffer leaves an effective 1 frame gap in holding jump.&lt;br /&gt;
&lt;br /&gt;
This bug can be worked around by using mixed controller and mouse/keyboard inputs, or by customizing the controller configuration in certain specific ways.&lt;br /&gt;
&lt;br /&gt;
==Using Mouse and Keyboard==&lt;br /&gt;
&lt;br /&gt;
Playing the entire game on mouse and keyboard is prohibitively difficult, but you can still use mouse and keyboard for critical inputs while playing on controller. 1st frame jumping for [[Origin Warp]] can be performed by mashing your mouse or keyboard jump bind, after which you can resume using controller. [[Fire Tablet Skip]] requires you to hold a keyboard/mouse jump bind while brush buffering a held jump, with all other inputs working via controller. [[Kamiki Boulder Skip]] only requires you to use a mouse/keyboard input for the tackle after Issun's text box, with the remainder of the trick being input via controller. [[Demon Boost]] only requires the tackle input to bypass steam API, similarly to Boulder Skip. To use this strategy, simply bind tackle and jump to keys that are easy for you to press while holding controller.&lt;br /&gt;
&lt;br /&gt;
==Changing the Controller Configuration==&lt;br /&gt;
[[File:PC Steam API Controller Configuration Default.png|thumb|alt=A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller|A default controller configuration for the PC / Steam version of Okami HD, showing a Nintendo Switch Pro Controller]]&lt;br /&gt;
To change the controller configuration settings:&lt;br /&gt;
# Connect a controller to your PC.&lt;br /&gt;
# Open Steam (not Ōkami).&lt;br /&gt;
# Go to the &amp;quot;Library&amp;quot; tab at the top.&lt;br /&gt;
# Select Okami HD from the left sidebar.&lt;br /&gt;
# Under the play button, in the menu bar, click &amp;quot;Controller Configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make some of the changes recommended below, then use the Export Config option to save your controller configuration.&lt;br /&gt;
&lt;br /&gt;
==Action Layers==&lt;br /&gt;
There are 6 real Action Layers (AKA contexts) used by the game. You can create additional ones, but they do not directly interface with the game's engine.&lt;br /&gt;
&lt;br /&gt;
* '''Standard Actions''' — Used during normal overworld gameplay, where you directly control Ammy and move her around.&lt;br /&gt;
* '''Battle Actions''' — Used exclusively when Ammy is in the fighting pose and can attack with her Divine Instrument. This includes normal battles (with a barrier, usually activated by Demon Scroll, Devil Gate, or cutscene), boss battles, and Dojo lessons.&lt;br /&gt;
* '''Celestial Brush...''' — Used exclusively when in celestial brush mode, where the world is frozen and you can draw to perform brush techniques.&lt;br /&gt;
* '''Fishing Actions''' — Used exclusively when in fishing minigames.&lt;br /&gt;
* '''Menu Actions''' — Used when in menus, such as the fan menu and settings menu.&lt;br /&gt;
* '''Event Actions''' — Used in loading screens, cutscenes, and dialog.&lt;br /&gt;
&lt;br /&gt;
==Recommended Changes==&lt;br /&gt;
[[File:PC Steam API Controller Configuration - Legacy Keys.png|thumb|alt=The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu|The &amp;quot;Legacy Keys&amp;quot; button within the Steam controller configuration menu]]&lt;br /&gt;
Several changes are recommended as workarounds to certain issues caused by the action layer glitch. For the most part, these involve using the &amp;quot;Legacy Keys&amp;quot; menu to bind controller inputs directly to mouse buttons and keyboard keys.&lt;br /&gt;
&lt;br /&gt;
Normally, the &amp;quot;In-Game Action&amp;quot; bindings available in any given Action Layer have no effect in any other layer. This results in a frame where the game has switched contexts, and is no longer recognizing inputs from the previous context, but the Steam API is still sending inputs from the previous context, which then have no effect. It essentially becomes impossible to use most in-game actions for a single frame when transitioning between Action Layers. Using keyboard keys as bindings mitigates this, because the native mouse + keyboard bindings aren't context-sensitive, and so can still take effect during that transition frame. So long as the binding is the same in both Action Layers, this makes for a seamless experience like on console.&lt;br /&gt;
&lt;br /&gt;
===Inability to Dialogue Boost===&lt;br /&gt;
[[D Boost|Dialogue Boosting]], such as for [[Kamiki Boulder Skip]], involves tackling the first frame when transitioning from the Event Actions layer to the Standard Actions layer. Because of the transition frame, it's impossible to use the Tackle in-game action on that frame, which is also the only valid frame to get a mid-air ground tackle. To work around this, determine the keyboard key or mouse button which is bound to Jump and Tackle in-game. By default, Tackle is bound to Mouse Left Click.&lt;br /&gt;
&lt;br /&gt;
Choose the controller button you wish to bind to Tackle in the Steam Controller Configuration Menu. Using the Legacy Keys menu, in both the Event Actions and Standard Actions layers, bind it to Mouse Left Click (or whatever the in-game m+kb binding is). You should now be able to tackle on the first frame after closing a dialogue box.&lt;br /&gt;
&lt;br /&gt;
[[File:PC Steam API Controller Configuration Analogue Stick Directional Pad.png|thumb|alt=The Steam controller configuration options for emulating a directional pad with an analogue stick.|The Steam controller configuration options for emulating a directional pad with an analogue stick.]]&lt;br /&gt;
Note that you will not be able to choose the direction of the tackle. This is because the analogue stick is also affected by the glitch. Unfortunately, there is no in-game binding for analogue sticks, so using the exact same binding is not possible. There is also Movement in-game action binding in the Event Actions layer.&lt;br /&gt;
&lt;br /&gt;
As a workaround, keep the analogue stick bound to Movement on the Standard Actions layer. In the Event Actions layer, set the analogue stick to &amp;quot;Generic Directional Pad&amp;quot;. In the &amp;quot;Advanced Settings&amp;quot; at the bottom, ensure that the &amp;quot;Layout&amp;quot; is set to &amp;quot;8 Way (Overlap)&amp;quot;. Bind the directions to WADS (or whatever the in-game keyboard bindings are for you). This will allow you to D Boost ground tackle in 8 directions relative to the camera, while still retaining full analogue movement control in normal gameplay. Unfortunately, there's no known way to have full analogue control on the transition frame, but for most applications this workaround is good enough.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1136</id>
		<title>Agata Bridge Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1136"/>
		<updated>2021-11-14T05:55:39Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
Progression from Agata Forest to Taka Pass is blocked by a wide river which cannot be swum through due to the rapid current. Casually, you are intended to complete Tsuta Ruins and a minigame with Kokari and Susano to place a log bridge across the river, allowing you to cross. If Ammy touches the water even for a frame, she will be dragged away and void out, losing half a unit of health and getting placed back on solid ground. The river is too wide to simply jump across, regardless of the timing or angle of approach, but there are no other barriers preventing runners from reaching Taka Pass early.&lt;br /&gt;
&lt;br /&gt;
Getting across the river allows runners to skip a few other things, saving minutes of time in total:&lt;br /&gt;
* The bridge minigame itself is skipped, as one can return to Agata later via the mermaid spring.&lt;br /&gt;
* You can leave Tsuta Ruins immediately after obtaining Vine, skipping the Spider Queen fight.&lt;br /&gt;
* If you leave Agata without fishing with Kokari, then return after fighting Tei in Kusa Village, when you attempt to fish for the Whopper, the game will spawn the Giant Salmon instead (requiring 1 fewer PS), but will still give Ammy Crescent, start the Ume fight, and give Ammy the Tsuta key afterwards. This means that 1 fishing minigame is totally skipped.&lt;br /&gt;
&lt;br /&gt;
===In NG+===&lt;br /&gt;
By doing a [[KT Glitch|Liquid KT]] you can skip finishing Tsuta Ruins and get to Taka Pass early. The difficulty in this specific KT is in the fact that it's harder to see how close Ammy is to the water because of all the white water, zooming the camera out does help. Going to far to the left side of the broken bridge on the other side will also push you back into the water, making you drown instantly.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/6zAyWckl-58?t=787&lt;br /&gt;
&lt;br /&gt;
===In NG===&lt;br /&gt;
There only one known way to simply jump across the river without touching the water, regardless of the movement tech employed (including [[Slope Storage]] and [[Air Ground Tackle]]). [[PR Move]] is a new game technique that can jump over the river, but it is highly volatile in a speedrun setting. Instead, glitches can be employed to block the cutscene of Ammy being swept away by the river. By interrupting the cutscene of successfully bringing a ball-shaped object (Cabbage, Walnut, or Wasp Nest) to Sleepy the bear with another cutscene, it's possible to force the game into a state where Ammy is treated as being in a cutscene while the player has control. This allows her to simply swim across the river.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/vPgBrd6I-g8&lt;br /&gt;
&lt;br /&gt;
The method is roughly as follows:&lt;br /&gt;
# Bring a ball (the cabbage is closest) just outside Sleepy's trigger.&lt;br /&gt;
# Push the ball against the torch at the edge of the trigger.&lt;br /&gt;
# Power Slash the torch and push the ball into a position such that the torch will push it into the trigger when respawns 10s after being PS'd.&lt;br /&gt;
#* This is the most precise part of the trick, as the margin for error is extremely small given the fickle nature of ball physics.&lt;br /&gt;
# Before the torch respawns, position Ammy in front of the bench next to the torch so that the Examine dialogue appears.&lt;br /&gt;
#* The textbox for collecting an item does not work, as this freezes the ball and torch, unlike regular dialogue which allows the torch to respawn and push the ball.&lt;br /&gt;
#* Any NPC or examine dialogue can work, but the only really usable dialogues for this trick (being reachable within 10s) are examining either of the two treasure bulbs on lake level below Sleepy. Note that, to access these buds, you must have already defeated Waka (or cleared his trigger by reloading the map somehow after blooming the Agata Sapling), and must not have Bloomed a bud before (or else Issun's dialogue won't be available). &lt;br /&gt;
# Without moving Ammy, perform a [[Brush Adventure]] to the cursed patch by Kokari, but do not Bloom it yet.&lt;br /&gt;
# Release the brush and quickly press the bark button to examine or talk to whatever Ammy is in front of. &lt;br /&gt;
# Wait until the torch has respawned by counting out 10s (accounting for any time spent between Power Slashing the torch and performing the Brush Adventure), then close the dialogue using either the Bark or Dig button while holding the brush button.&lt;br /&gt;
# Bloom the cursed patch&lt;br /&gt;
# Sleepy's cutscene will play, but be immediately interrupted by the cursed patch restoration cutscene. Skip it.&lt;br /&gt;
# You will have control over the camera, but not Ammy. Brush and draw a dot tree near Ammy to attract the hares that spawn from the restored patch.&lt;br /&gt;
# Feed the rabbits an Herb feedbag, then skip the feeding cutscene. This will give you control of Ammy while maintaining the cutscene-blocking effect of the Sleepy cutscene.&lt;br /&gt;
# Go to the river and swim across.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The method of Agata Bridge Skip used in NG is called '''Half Blue Skip''', after community member Half Blue who documented most of the behavior of [[Walking While Talking]] and related glitches, including those pertaining to Sleepy. An RTA-viable setup for the trick was discovered by Auride on 27 November 2020.&lt;br /&gt;
&lt;br /&gt;
* The first instance of successfully [[PR Move|jumping over the river]] in new game was performed by Popprocks on September 22, 2021.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This trick has been failed at least once during both SGDQ13 and SGDQ17 making failing the trick sometimes be called &amp;quot;Doing an SGDQ13/17&amp;quot;&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1135</id>
		<title>Agata Bridge Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1135"/>
		<updated>2021-11-14T01:04:50Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
Progression from Agata Forest to Taka Pass is blocked by a wide river which cannot be swum through due to the rapid current. Casually, you are intended to complete Tsuta Ruins and a minigame with Kokari and Susano to place a log bridge across the river, allowing you to cross. If Ammy touches the water even for a frame, she will be dragged away and void out, losing half a unit of health and getting placed back on solid ground. The river is too wide to simply jump across, regardless of the timing or angle of approach, but there are no other barriers preventing runners from reaching Taka Pass early.&lt;br /&gt;
&lt;br /&gt;
Getting across the river allows runners to skip a few other things, saving minutes of time in total:&lt;br /&gt;
* The bridge minigame itself is skipped, as one can return to Agata later via the mermaid spring.&lt;br /&gt;
* You can leave Tsuta Ruins immediately after obtaining Vine, skipping the Spider Queen fight.&lt;br /&gt;
* If you leave Agata without fishing with Kokari, then return after fighting Tei in Kusa Village, when you attempt to fish for the Whopper, the game will spawn the Giant Salmon instead (requiring 1 fewer PS), but will still give Ammy Crescent, start the Ume fight, and give Ammy the Tsuta key afterwards. This means that 1 fishing minigame is totally skipped.&lt;br /&gt;
&lt;br /&gt;
===In NG+===&lt;br /&gt;
By doing a [[KT Glitch|Liquid KT]] you can skip finishing Tsuta Ruins and get to Taka Pass early. The difficulty in this specific KT is in the fact that it's harder to see how close Ammy is to the water because of all the white water, zooming the camera out does help. Going to far to the left side of the broken bridge on the other side will also push you back into the water, making you drown instantly.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/6zAyWckl-58?t=787&lt;br /&gt;
&lt;br /&gt;
===In NG===&lt;br /&gt;
There only one known way to simply jump across the river without touching the water, regardless of the movement tech employed (including [[Slope Storage]] and [[Air Ground Tackle]]). [[PR Move]] is a new game technique that can cross the river, but it is highly volatile in a speedrun setting. Instead, glitches can be employed to block the cutscene of Ammy being swept away by the river. By interrupting the cutscene of successfully bringing a ball-shaped object (Cabbage, Walnut, or Wasp Nest) to Sleepy the bear with another cutscene, it's possible to force the game into a state where Ammy is treated as being in a cutscene while the player has control. This allows her to simply swim across the river.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/vPgBrd6I-g8&lt;br /&gt;
&lt;br /&gt;
The method is roughly as follows:&lt;br /&gt;
# Bring a ball (the cabbage is closest) just outside Sleepy's trigger.&lt;br /&gt;
# Push the ball against the torch at the edge of the trigger.&lt;br /&gt;
# Power Slash the torch and push the ball into a position such that the torch will push it into the trigger when respawns 10s after being PS'd.&lt;br /&gt;
#* This is the most precise part of the trick, as the margin for error is extremely small given the fickle nature of ball physics.&lt;br /&gt;
# Before the torch respawns, position Ammy in front of the bench next to the torch so that the Examine dialogue appears.&lt;br /&gt;
#* The textbox for collecting an item does not work, as this freezes the ball and torch, unlike regular dialogue which allows the torch to respawn and push the ball.&lt;br /&gt;
#* Any NPC or examine dialogue can work, but the only really usable dialogues for this trick (being reachable within 10s) are examining either of the two treasure bulbs on lake level below Sleepy. Note that, to access these buds, you must have already defeated Waka (or cleared his trigger by reloading the map somehow after blooming the Agata Sapling), and must not have Bloomed a bud before (or else Issun's dialogue won't be available). &lt;br /&gt;
# Without moving Ammy, perform a [[Brush Adventure]] to the cursed patch by Kokari, but do not Bloom it yet.&lt;br /&gt;
# Release the brush and quickly press the bark button to examine or talk to whatever Ammy is in front of. &lt;br /&gt;
# Wait until the torch has respawned by counting out 10s (accounting for any time spent between Power Slashing the torch and performing the Brush Adventure), then close the dialogue using either the Bark or Dig button while holding the brush button.&lt;br /&gt;
# Bloom the cursed patch&lt;br /&gt;
# Sleepy's cutscene will play, but be immediately interrupted by the cursed patch restoration cutscene. Skip it.&lt;br /&gt;
# You will have control over the camera, but not Ammy. Brush and draw a dot tree near Ammy to attract the hares that spawn from the restored patch.&lt;br /&gt;
# Feed the rabbits an Herb feedbag, then skip the feeding cutscene. This will give you control of Ammy while maintaining the cutscene-blocking effect of the Sleepy cutscene.&lt;br /&gt;
# Go to the river and swim across.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The method of Agata Bridge Skip used in NG is called '''Half Blue Skip''', after community member Half Blue who documented most of the behavior of [[Walking While Talking]] and related glitches, including those pertaining to Sleepy. An RTA-viable setup for the trick was discovered by Auride on 27 November 2020.&lt;br /&gt;
&lt;br /&gt;
* The first instance of successfully [[PR Move|jumping over the river]] in new game was performed by Popprocks on September 22, 2021.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This trick has been failed at least once during both SGDQ13 and SGDQ17 making failing the trick sometimes be called &amp;quot;Doing an SGDQ13/17&amp;quot;&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=PR_move&amp;diff=1134</id>
		<title>PR move</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=PR_move&amp;diff=1134"/>
		<updated>2021-11-14T01:03:11Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: Redirected page to Pr move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[pr move]]&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1133</id>
		<title>Agata Bridge Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1133"/>
		<updated>2021-11-14T01:02:48Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
Progression from Agata Forest to Taka Pass is blocked by a wide river which cannot be swum through due to the rapid current. Casually, you are intended to complete Tsuta Ruins and a minigame with Kokari and Susano to place a log bridge across the river, allowing you to cross. If Ammy touches the water even for a frame, she will be dragged away and void out, losing half a unit of health and getting placed back on solid ground. The river is too wide to simply jump across, regardless of the timing or angle of approach, but there are no other barriers preventing runners from reaching Taka Pass early.&lt;br /&gt;
&lt;br /&gt;
Getting across the river allows runners to skip a few other things, saving minutes of time in total:&lt;br /&gt;
* The bridge minigame itself is skipped, as one can return to Agata later via the mermaid spring.&lt;br /&gt;
* You can leave Tsuta Ruins immediately after obtaining Vine, skipping the Spider Queen fight.&lt;br /&gt;
* If you leave Agata without fishing with Kokari, then return after fighting Tei in Kusa Village, when you attempt to fish for the Whopper, the game will spawn the Giant Salmon instead (requiring 1 fewer PS), but will still give Ammy Crescent, start the Ume fight, and give Ammy the Tsuta key afterwards. This means that 1 fishing minigame is totally skipped.&lt;br /&gt;
&lt;br /&gt;
===In NG+===&lt;br /&gt;
By doing a [[KT Glitch|Liquid KT]] you can skip finishing Tsuta Ruins and get to Taka Pass early. The difficulty in this specific KT is in the fact that it's harder to see how close Ammy is to the water because of all the white water, zooming the camera out does help. Going to far to the left side of the broken bridge on the other side will also push you back into the water, making you drown instantly.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/6zAyWckl-58?t=787&lt;br /&gt;
&lt;br /&gt;
===In NG===&lt;br /&gt;
There only one known way to simply jump across the river without touching the water, regardless of the movement tech employed (including [[Slope Storage]] and [[Air Ground Tackle]]). [[PR Move]] is a new game technique that can cross the river, but it is highly volatile in a speedrun setting. Instead, glitches can be employed to block the cutscene of Ammy being swept away by the river. By interrupting the cutscene of successfully bringing a ball-shaped object (Cabbage, Walnut, or Wasp Nest) to Sleepy the bear with another cutscene, it's possible to force the game into a state where Ammy is treated as being in a cutscene while the player has control. This allows her to simply swim across the river.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/vPgBrd6I-g8&lt;br /&gt;
&lt;br /&gt;
The method is roughly as follows:&lt;br /&gt;
# Bring a ball (the cabbage is closest) just outside Sleepy's trigger.&lt;br /&gt;
# Push the ball against the torch at the edge of the trigger.&lt;br /&gt;
# Power Slash the torch and push the ball into a position such that the torch will push it into the trigger when respawns 10s after being PS'd.&lt;br /&gt;
#* This is the most precise part of the trick, as the margin for error is extremely small given the fickle nature of ball physics.&lt;br /&gt;
# Before the torch respawns, position Ammy in front of the bench next to the torch so that the Examine dialogue appears.&lt;br /&gt;
#* The textbox for collecting an item does not work, as this freezes the ball and torch, unlike regular dialogue which allows the torch to respawn and push the ball.&lt;br /&gt;
#* Any NPC or examine dialogue can work, but the only really usable dialogues for this trick (being reachable within 10s) are examining either of the two treasure bulbs on lake level below Sleepy. Note that, to access these buds, you must have already defeated Waka (or cleared his trigger by reloading the map somehow after blooming the Agata Sapling), and must not have Bloomed a bud before (or else Issun's dialogue won't be available). &lt;br /&gt;
# Without moving Ammy, perform a [[Brush Adventure]] to the cursed patch by Kokari, but do not Bloom it yet.&lt;br /&gt;
# Release the brush and quickly press the bark button to examine or talk to whatever Ammy is in front of. &lt;br /&gt;
# Wait until the torch has respawned by counting out 10s (accounting for any time spent between Power Slashing the torch and performing the Brush Adventure), then close the dialogue using either the Bark or Dig button while holding the brush button.&lt;br /&gt;
# Bloom the cursed patch&lt;br /&gt;
# Sleepy's cutscene will play, but be immediately interrupted by the cursed patch restoration cutscene. Skip it.&lt;br /&gt;
# You will have control over the camera, but not Ammy. Brush and draw a dot tree near Ammy to attract the hares that spawn from the restored patch.&lt;br /&gt;
# Feed the rabbits an Herb feedbag, then skip the feeding cutscene. This will give you control of Ammy while maintaining the cutscene-blocking effect of the Sleepy cutscene.&lt;br /&gt;
# Go to the river and swim across.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The method of Agata Bridge Skip used in NG is called '''Half Blue Skip''', after community member Half Blue who documented most of the behavior of [[Walking While Talking]] and related glitches, including those pertaining to Sleepy. An RTA-viable setup for the trick was discovered by Auride on 27 November 2020.&lt;br /&gt;
&lt;br /&gt;
* The first instance of successfully [[PR move|jumping over the river]] in new game was performed by Popprocks on September 22, 2021.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This trick has been failed at least once during both SGDQ13 and SGDQ17 making failing the trick sometimes be called &amp;quot;Doing an SGDQ13/17&amp;quot;&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1132</id>
		<title>Agata Bridge Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Agata_Bridge_Skip&amp;diff=1132"/>
		<updated>2021-11-14T01:01:49Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
Progression from Agata Forest to Taka Pass is blocked by a wide river which cannot be swum through due to the rapid current. Casually, you are intended to complete Tsuta Ruins and a minigame with Kokari and Susano to place a log bridge across the river, allowing you to cross. If Ammy touches the water even for a frame, she will be dragged away and void out, losing half a unit of health and getting placed back on solid ground. The river is too wide to simply jump across, regardless of the timing or angle of approach, but there are no other barriers preventing runners from reaching Taka Pass early.&lt;br /&gt;
&lt;br /&gt;
Getting across the river allows runners to skip a few other things, saving minutes of time in total:&lt;br /&gt;
* The bridge minigame itself is skipped, as one can return to Agata later via the mermaid spring.&lt;br /&gt;
* You can leave Tsuta Ruins immediately after obtaining Vine, skipping the Spider Queen fight.&lt;br /&gt;
* If you leave Agata without fishing with Kokari, then return after fighting Tei in Kusa Village, when you attempt to fish for the Whopper, the game will spawn the Giant Salmon instead (requiring 1 fewer PS), but will still give Ammy Crescent, start the Ume fight, and give Ammy the Tsuta key afterwards. This means that 1 fishing minigame is totally skipped.&lt;br /&gt;
&lt;br /&gt;
===In NG+===&lt;br /&gt;
By doing a [[KT Glitch|Liquid KT]] you can skip finishing Tsuta Ruins and get to Taka Pass early. The difficulty in this specific KT is in the fact that it's harder to see how close Ammy is to the water because of all the white water, zooming the camera out does help. Going to far to the left side of the broken bridge on the other side will also push you back into the water, making you drown instantly.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/6zAyWckl-58?t=787&lt;br /&gt;
&lt;br /&gt;
===In NG===&lt;br /&gt;
There only one known way to simply jump across the river without touching the water, regardless of the movement tech employed (including [[Slope Storage]] and [[Air Ground Tackle]]). [[PR Move]] is a new game technique that can cross the river, but it is highly volatile in a speedrun setting. Instead, glitches can be employed to block the cutscene of Ammy being swept away by the river. By interrupting the cutscene of successfully bringing a ball-shaped object (Cabbage, Walnut, or Wasp Nest) to Sleepy the bear with another cutscene, it's possible to force the game into a state where Ammy is treated as being in a cutscene while the player has control. This allows her to simply swim across the river.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/vPgBrd6I-g8&lt;br /&gt;
&lt;br /&gt;
The method is roughly as follows:&lt;br /&gt;
# Bring a ball (the cabbage is closest) just outside Sleepy's trigger.&lt;br /&gt;
# Push the ball against the torch at the edge of the trigger.&lt;br /&gt;
# Power Slash the torch and push the ball into a position such that the torch will push it into the trigger when respawns 10s after being PS'd.&lt;br /&gt;
#* This is the most precise part of the trick, as the margin for error is extremely small given the fickle nature of ball physics.&lt;br /&gt;
# Before the torch respawns, position Ammy in front of the bench next to the torch so that the Examine dialogue appears.&lt;br /&gt;
#* The textbox for collecting an item does not work, as this freezes the ball and torch, unlike regular dialogue which allows the torch to respawn and push the ball.&lt;br /&gt;
#* Any NPC or examine dialogue can work, but the only really usable dialogues for this trick (being reachable within 10s) are examining either of the two treasure bulbs on lake level below Sleepy. Note that, to access these buds, you must have already defeated Waka (or cleared his trigger by reloading the map somehow after blooming the Agata Sapling), and must not have Bloomed a bud before (or else Issun's dialogue won't be available). &lt;br /&gt;
# Without moving Ammy, perform a [[Brush Adventure]] to the cursed patch by Kokari, but do not Bloom it yet.&lt;br /&gt;
# Release the brush and quickly press the bark button to examine or talk to whatever Ammy is in front of. &lt;br /&gt;
# Wait until the torch has respawned by counting out 10s (accounting for any time spent between Power Slashing the torch and performing the Brush Adventure), then close the dialogue using either the Bark or Dig button while holding the brush button.&lt;br /&gt;
# Bloom the cursed patch&lt;br /&gt;
# Sleepy's cutscene will play, but be immediately interrupted by the cursed patch restoration cutscene. Skip it.&lt;br /&gt;
# You will have control over the camera, but not Ammy. Brush and draw a dot tree near Ammy to attract the hares that spawn from the restored patch.&lt;br /&gt;
# Feed the rabbits an Herb feedbag, then skip the feeding cutscene. This will give you control of Ammy while maintaining the cutscene-blocking effect of the Sleepy cutscene.&lt;br /&gt;
# Go to the river and swim across.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* The method of Agata Bridge Skip used in NG is called '''Half Blue Skip''', after community member Half Blue who documented most of the behavior of [[Walking While Talking]] and related glitches, including those pertaining to Sleepy. An RTA-viable setup for the trick was discovered by Auride on 27 November 2020.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This trick has been failed at least once during both SGDQ13 and SGDQ17 making failing the trick sometimes be called &amp;quot;Doing an SGDQ13/17&amp;quot;&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=PR_Move&amp;diff=1131</id>
		<title>PR Move</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=PR_Move&amp;diff=1131"/>
		<updated>2021-11-14T00:55:32Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
'PR Move' is a method of [[Agata Bridge Skip]] discovered by [[popprocks]] in September 2021. This trick begins by accessing an out of bounds ledge. You can reach this ledge using a [[Dboost]] off the merchant's stall, or by doing a jump off the torii coming down from the mermaid spring. Once you reach the ledge above the merchant, you can perform a long and challenging series of [[sliding ground tackle|sliding ground tackles]], weaving in and out of a [[jump barrier]], to travel across this mountain. It is possible to jump over the pathway below, accessing another out of bounds slope. From that geometry, you can jump over the river. At the time of writing, this is the only known way to jump over the river with single jump.&lt;br /&gt;
&lt;br /&gt;
This trick reaches Taka Pass about 1 minute 20 seconds faster than [[HBS]]. However, a route with PR move cannot quickly pick up the wooden bear, ExS, or inkfinity stone nearby the grass patch used for HBS. The practical time save would therefore be closer to 1 minute or less, due to picking up slower treasures.&lt;br /&gt;
&lt;br /&gt;
This trick was not implemented in speedruns after its discovery due to the inconsistent nature of the very steep slopes you land on, and as a result of the high difficulty of successive single jump sliding ground tackles inside of a jump barrier.&lt;br /&gt;
&lt;br /&gt;
Detailed trick demonstration and explanation: https://www.youtube.com/watch?v=Fkrq0Jc8pLs&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Pr_move&amp;diff=1130</id>
		<title>Pr move</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Pr_move&amp;diff=1130"/>
		<updated>2021-11-14T00:54:59Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: Redirected page to PR Move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[PR Move]]&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=PR_Move&amp;diff=1129</id>
		<title>PR Move</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=PR_Move&amp;diff=1129"/>
		<updated>2021-11-14T00:54:14Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: Created page with &amp;quot;{{Trick}}  'PR Move' is a method of Agata Bridge Skip discovered by p0ppr0cks in September 2021. This trick begins by accessing an out of bounds ledge. You can reach t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
&lt;br /&gt;
'PR Move' is a method of [[Agata Bridge Skip]] discovered by [[p0ppr0cks]] in September 2021. This trick begins by accessing an out of bounds ledge. You can reach this ledge using a [[Dboost]] off the merchant's stall, or by doing a jump off the torii coming down from the mermaid spring. Once you reach the ledge above the merchant, you can perform a long and challenging series of [[sliding ground tackle|sliding ground tackles]], weaving in and out of a [[jump barrier]], to travel across this mountain. It is possible to jump over the pathway below, accessing another out of bounds slope. From that geometry, you can jump over the river. At the time of writing, this is the only known way to jump over the river with single jump.&lt;br /&gt;
&lt;br /&gt;
This trick reaches Taka Pass about 1 minute 20 seconds faster than [[HBS]]. However, a route with PR move cannot quickly pick up the wooden bear, ExS, or inkfinity stone nearby the grass patch used for HBS. The practical time save would therefore be closer to 1 minute or less, due to picking up slower treasures.&lt;br /&gt;
&lt;br /&gt;
This trick was not implemented in speedruns after its discovery due to the inconsistent nature of the very steep slopes you land on, and as a result of the high difficulty of successive single jump sliding ground tackles inside of a jump barrier.&lt;br /&gt;
&lt;br /&gt;
Detailed trick demonstration and explanation: https://www.youtube.com/watch?v=Fkrq0Jc8pLs&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Pot_Skip&amp;diff=1115</id>
		<title>Pot Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Pot_Skip&amp;diff=1115"/>
		<updated>2021-09-16T17:46:24Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: /* Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
It is possible to skip the cutscene where the mushrooms grow after clearing all of the Devil Gates in the Triple Gate Room. Normally, during this cutscene, a camera pan shows 5 poison pots spewing poison into the waterfall in the room. Prior to this cutscene, the pots are completely invisible and can't be destroyed with tackles or Power Slash. However, they can still be destroyed with Cherry Bomb or Fireburst. If all 5 pots are already destroyed prior to using Sunrise to grow the mushrooms, the white fadeout for the purification cutscene will start immediately after using Sunrise, causing the two cutscenes to overlap. This effectively skips the long mushroom cutscene.&lt;br /&gt;
&lt;br /&gt;
If the first few cutscenes are skipped very quickly (by mashing the skip button), Ammy will be spawned by the mushrooms instead of on the ledge with the pots, saving a few seconds when leaving the room.&lt;br /&gt;
&lt;br /&gt;
Doing this with Cherry Bomb does not save time, as multiple CB's must be used consecutively to destroy all the pots. Using Fireburst (obtained before Tsuta Ruins via [[Agata Bridge Skip]]), all 5 pots can be destroyed at once. The easiest way to break all pots quickly is by doing a [[Brush Adventure]] prior to the 2nd demon gate (going clockwise), and drawing a 3 ink Fireburst centered around the pool at the top of the waterfall. Overall, performing Pot Skip this way saves 17 seconds.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/LIa1W4_Qhxg&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This trick was discovered by Auride on 10 Dec 2020.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Kamiki_Boulder_Skip&amp;diff=1041</id>
		<title>Kamiki Boulder Skip</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Kamiki_Boulder_Skip&amp;diff=1041"/>
		<updated>2021-08-18T16:24:09Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
==Explanation==&lt;br /&gt;
At the beginning of the game, Ammy is prevented from leaving cursed Kamiki to Shinshu by a large boulder. It's possible to go over this boulder in order to reach the loading zone to Shinshu and leave Kamiki early. This skips obtaining Sunrise and un-petrifying the villagers, and has various effects later in the game.&lt;br /&gt;
&lt;br /&gt;
==In NG+==&lt;br /&gt;
It's possible to skip this boulder via [[KT Glitch|KT's]].&lt;br /&gt;
&lt;br /&gt;
It is performed by doing a wall jump to the left of the boulder and then doing a KT arcing around an invisible wall that extends higher than the boulders themselves. It is possible to get stuck inside the boulder, but with successive KTs you can still escape.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/IA6FxpIdxRM?t=287&lt;br /&gt;
&lt;br /&gt;
==In NG and NG+ 2017==&lt;br /&gt;
The boulder can similarly be cleared by performing a [[Dialogue Boost]] instead of a KT. Tackling the boulder after doing the wall jump results in a textbox from Issun, where he chides Ammy for trying to break it with her head. You can hold the fast text button to clear this textbox quickly, perform a ground tackle on a 1-frame window, wall jump off the left wall again, and curve back around to get over the boulder collision. Although it is possible to do boulder skip in other languages, dialogue boosting is most quickly and effectively performed in Japanese.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/qjFbOdZzRUw&lt;br /&gt;
&lt;br /&gt;
===Kamiki Killer===&lt;br /&gt;
Performing the Boulder Skip without obtaining Sunrise usually presents no obstacle, as every &amp;quot;required&amp;quot; usage of it only checks for Ammy to draw a circle, rather than to actually create a Sun. The main downside is that Ammy cannot use Sunrise to set the time-of-day. Surprisingly, however, the bridge you are supposed to Rejuvenate on the way to the triple-devil-gate room in Tsuta Ruins cannot be Rejuvenated unless you have Sunrise. It's unknown why this particular obstacle checks for Sunrise, but it means that a different approach must be taken to reaching the triple gate room than intended. In NG+ this is done by simply KT'ing up to the end of the bridge immediately upon entering the dungeon. In NG runs (and NG+ runs not using [[KT_Glitch#Bork_KT|BKT's]] to do the NG+ method), this is done by using Double Jump to clear the high invisible wall around the edge of the broken bridge and maneuvering to a small piece of collision. From there, Ammy can tackle jump and double jump to clear the invisible wall on the far side of the bridge.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/i_edKOP87-M&lt;br /&gt;
&lt;br /&gt;
==Reverse Boulder Skip==&lt;br /&gt;
In NG All Brushes and NG+ All Brushes, you have to return to Kamiki after getting Bloom to get Water Lily and Sunrise. However, the boulder is still there, and Ammy spawns inside of it. There are several methods to escape.&lt;br /&gt;
&lt;br /&gt;
One option is to clip out of the boulder using the acute angle seam on the left, then clipping through the invisible wall in front of the boulder. (https://youtu.be/wyMdFWMfjmM).&lt;br /&gt;
&lt;br /&gt;
An alternative is to do an almost-blind KT to clip through the boulder and get on top of it. Going to the right side and holding backwards during the wall jump keeps the camera closer to Ammy, avoiding a completely blind KT.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/IA6FxpIdxRM?t=672&lt;br /&gt;
&lt;br /&gt;
===Side effects===&lt;br /&gt;
Because you never go through the sequence of restoring Kamiki, some properties of cursed Kamiki remain when returning. There are still whisps of mist, and some of the villagers are still petrified. The cherry blossoms can still be bloomed.&lt;br /&gt;
&lt;br /&gt;
Because Mushi's Mom remains petrified, you can dig up all the turnips without obstruction. You can still present the Oddly-Shaped Turnip to Mushi, despite him being petrified. During the dialogue, Mushi will still move his head as though he were restored.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/nfCAEMh-hjs?t=718&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The NG variant was first theorized alongside the discovery of Dialogue Boosting by LegoerofEggos on 23 March, 2021 (https://twitter.com/legoerofeggos/status/1374513348440584192?s=20), and first successfully demonstrated by Auride the same day (https://youtu.be/qjFbOdZzRUw)&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=KT_Glitch&amp;diff=1016</id>
		<title>KT Glitch</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=KT_Glitch&amp;diff=1016"/>
		<updated>2021-07-27T12:39:44Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trick}}&lt;br /&gt;
[[Category:NG+ Glitches]]&lt;br /&gt;
== Explanation ==&lt;br /&gt;
KT (Karmic Transformer) glitch is a trick that exploits a glitch in the Karmic Transformers and allows Amaterasu to jump infinitely. Due to needing Karmic Transformers, this glitch is only possible in NG+.&lt;br /&gt;
&lt;br /&gt;
The most useful variation of this glitch is performed by using a Karmic Transformer while in the air. Immediately after switching KTs, close the menu and press the tackle button on the first frame after the fan closes. This will allow Amaterasu to do a ground tackle while in the air, and a ground dash can be interrupted by a jump input. Due to being frame perfect, this glitch can be extremely hard for new players so it is recommended to use the video tutorial to learn.&lt;br /&gt;
&lt;br /&gt;
Note: A normal KT cannot be done over water, however a similar glitch called a liquid KT can be performed to infinitely jump over water.&lt;br /&gt;
&lt;br /&gt;
In the versions after the PS3 version the regular KT glitch in mid-air has been patched, but Liquid and Slope KT's are possible in all versions. This means that [[NG+ Any%]] and [[NG+ All Brushes]] can only be run optimally on the PS2, Wii and PS3. The [[NG+ 2017]] category corresponds to a more limited NG+ Any% which only uses the Liquid and Slope KT's available on the PC, PS4, Switch, and Xbox One versions of the game.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
A useful tutorial to learn how to KT. Credit: Chrono23&lt;br /&gt;
https://www.youtube.com/embed/XkGc1yluxV8&lt;br /&gt;
== Liquid KT ==&lt;br /&gt;
A Liquid KT is a KT performed over water or lava. It works slightly differently, not requiring the frame perfect dash input.&lt;br /&gt;
&lt;br /&gt;
It works by doing a regular air dash close above water, then quickly opening the menu to switch KT. After the menu closes, you have to time a jump input to get the jump. The quicker you are with opening the menu after the air dash, the more momentum you'll have after the KT. Also, if you jump on the exact frame the menu is closed, you'll lose the air dash you usually get after preforming the glitch.&lt;br /&gt;
&lt;br /&gt;
===Notable uses===&lt;br /&gt;
* [[Fire Tablet Skip]]&lt;br /&gt;
* [[Agata Bridge Skip]]&lt;br /&gt;
* After getting Holy Eagle jumping back to the mainland&lt;br /&gt;
* After getting the key in Water Dragon towards the water column&lt;br /&gt;
&lt;br /&gt;
== Slope KT ==&lt;br /&gt;
Slope KTs work very similarly to liquid KTs. The main difference is that you don't even need to do an air dash to get it. Simply be touching a slope, the type where you slide off, and switch KT. You can jump in the same way as a liquid KT. To make life easier, dash into the slope and the moment you bonk preform the KT. This way you won't lose extra height to sliding on the slope. You can also perform a ground tackle out of a slope KT to gain more horizontal momentum.&lt;br /&gt;
&lt;br /&gt;
== Bork KT ==&lt;br /&gt;
BKT is a variant of mid-air KT, which is still usable in NG+2017 to achieve infinite jumping. After switching karmic transformers, frame perfectly input the talk button to bark in midair. In the final frame of the bark animation, you can [[D Boost]] a tackle to reset your jump. This trick can functionally be used to replace mid-air KTs used in original NG+. However, Amaterasu will lose height while barking, and you must input two consecutive frame perfect inputs per BKT. Therefore, it is significantly more challenging to perform NG+ skips with BKTs instead of original KTs.&lt;br /&gt;
&lt;br /&gt;
Demonstration: https://youtu.be/cSb76wtMJFc&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The KT glitch was discovered by Groobo in either late 2006 or early 2007. The first mention of it can be found on Okami's original Speed Demos Archive (SDA) thread: https://forum.speeddemosarchive.com/post/okami_%C2%BB_runned_by_groobo_segs_13_on_pg._84.html#okami_%C2%BB_runned_by_groobo_segs_13_on_pg._84. Groobo remembers the discovery like so:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I knew more or less what we could skip if we could reach arbitrary heights, so at some point I went ahead and started mashing all gamepad buttons after using everything you can use through your inventory, one by one&amp;lt;br&amp;gt;&lt;br /&gt;
that's how kts were found btw&amp;lt;br&amp;gt;&lt;br /&gt;
then liquid kts, pretty much when I randomly managed to get over agata river with them after countless failed attempts&amp;lt;br&amp;gt;&lt;br /&gt;
slope kts came last after I tried applying the same concept from liquid kts to other things&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bork KT's were discovered by DreamRifty on 11 April, 2021.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Crashes_and_Softlocks&amp;diff=1015</id>
		<title>Crashes and Softlocks</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Crashes_and_Softlocks&amp;diff=1015"/>
		<updated>2021-07-27T04:44:07Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of crashes or softlocks in Okami that may affect a player, particularly when using certain speedrun strategies. Some of the softlock scenarios can be lockpicked using [[KT Glitch]], but will permanently trap new game files.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
&lt;br /&gt;
*If you perform [[Wawku Key Skip]], your game will crash as you exit the Nechku fight arena. You can avoid this by either performing [[Nechku Skip]], or by balancing the scales in the ice ball room prior to doing the key skip.&lt;br /&gt;
*You can force crash the game by doing the canvas overflow glitch - https://www.youtube.com/watch?v=q1NSMKG4WX0.&lt;br /&gt;
*The Ryoshima Coast brush adventure to waterspout the guardian sapling can activate a state enabling player control during cutscenes. This occurs when you waterspout the intermediate pool at the same time as the guardian sapling. During that state, certain actions such as blooming the sapling during the cutscene can result in a crash.&lt;br /&gt;
*Unloading a character while you are speaking to them can result in a crash. For example, enabling [[WWT]] in Kusa Village and then walking far enough away from a character while their text box is open.&lt;br /&gt;
&lt;br /&gt;
== Softlocks ==&lt;br /&gt;
&lt;br /&gt;
*[[Dojo Clip]] can result in a softlock if you fail the trick. There is a black box of collision surrounding the dojo, which you cannot escape if you incur a near miss when falling into the dojo.&lt;br /&gt;
*[[Fireburst Early]] can result in a softlock if you fail the trick. If you land in the cat chef's oven, you're cooked.&lt;br /&gt;
*[[Origin Warp|Gale Shrine Origin Warp]] will softlock you in new game if you lack double jump to perform [[Galestorm Platform Escape]]. There is no known way to escape the upper floors with single jump, and the elevator is locked from the outside by a Lockjaw whose key cannot be reached. You can die to a demon scroll to respawn at a golden gate, if you have activated one previously.&lt;br /&gt;
*[[Origin Warp|Oni Island Origin Warp]] will softlock you in new game. It can be achieved by 1st frame jumping into the lava. [[KT Glitch]] is required to prevent yourself from repeatedly free-falling to a void plane, which loops the origin warp infinitely.&lt;br /&gt;
*[[ICB]] will softlock you if you warp to North Ryoshima prior to killing the water dragon.&lt;br /&gt;
*[[Early Thunderstorm]] can result in a softlock if you rejuvenate Gekigami while in midair and do not complete the constellation before you fall into the water and drown. Once Amaterasu drowns, the constellation will no longer work.&lt;br /&gt;
*[[Sasa Early]] can result in a softlock if you fall directly into Jamba's room on the 2nd floor, and then trigger the elevator while it is still on the 1st floor. The result is being put in an elevator box with no exit. This has been escaped once with double jump, but is believed to be inescapable with single jump. This softlock can be avoided by falling down the elevator shaft without triggering the elevator cutscene.&lt;br /&gt;
*[[Sasa Early]] will also result in a softlock if you perform it in new game without activating any mermaid springs. The door to the sanctuary is closed without rescuing Chun, and you cannot use the mermaid coin provided by Mr. Bamboo unless you have another location to warp to.&lt;br /&gt;
*Fighting a boss without the required brush power will result in a softlock. Spider Queen cannot be damaged without vine, Ninetails cannot be damaged without thunderstorm, Crimson Helm cannot be damaged without galestorm, Orochi cannot be damaged without waterspout. You could die to escape.&lt;br /&gt;
*Fighting certain enemies without the brush required power will result in a softlock. The most notable instance of this is the igloo turtle fight trigger shortly after blooming Kamui, which cannot be escaped and cannot be defeated without inferno or fireburst. You could die to escape.&lt;br /&gt;
*[[North Ryo Early]] can result in a softlock if you land in a corner to the right of the gate, between the mountain and the fence. There is a piece of geometry where you can be trapped, unable to move.&lt;br /&gt;
*[[Single Skip]] will result in a softlock if you successfully perform the trick, but walk backwards into the fight trigger.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
	<entry>
		<id>https://okami.speedruns.wiki/index.php?title=Crashes_and_Softlocks&amp;diff=1014</id>
		<title>Crashes and Softlocks</title>
		<link rel="alternate" type="text/html" href="https://okami.speedruns.wiki/index.php?title=Crashes_and_Softlocks&amp;diff=1014"/>
		<updated>2021-07-26T22:36:34Z</updated>

		<summary type="html">&lt;p&gt;Popprocks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of crashes or softlocks in Okami that may affect a player, particularly when using certain speedrun strategies. Some of the softlock scenarios can be lockpicked using [[KT Glitch]], but will permanently trap new game files.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
&lt;br /&gt;
*If you perform [[Wawku Key Skip]], your game will crash as you exit the Nechku fight arena. You can avoid this by either performing [[Nechku Skip]], or by balancing the scales in the ice ball room prior to doing the key skip.&lt;br /&gt;
*You can force crash the game by doing the canvas overflow glitch - https://www.youtube.com/watch?v=q1NSMKG4WX0.&lt;br /&gt;
*The Ryoshima Coast brush adventure to waterspout the guardian sapling can activate a state enabling player control during cutscenes. This occurs when you waterspout the intermediate pool at the same time as the guardian sapling. During that state, certain actions such as blooming the sapling during the cutscene can result in a crash.&lt;br /&gt;
*Unloading a character while you are speaking to them can result in a crash. For example, enabling [[WWT]] in Kusa Village and then walking far enough away from a character while their text box is open.&lt;br /&gt;
&lt;br /&gt;
== Softlocks ==&lt;br /&gt;
&lt;br /&gt;
*[[Dojo Clip]] can result in a softlock if you fail the trick. There is a black box of collision surrounding the dojo, which you cannot escape if you incur a near miss when falling into the dojo.&lt;br /&gt;
*[[Fireburst Early]] can result in a softlock if you fail the trick. If you land in the cat chef's oven, you're cooked.&lt;br /&gt;
*[[Origin Warp|Gale Shrine Origin Warp]] will softlock you in new game if you lack double jump to perform [[Galestorm Platform Escape]]. There is no known way to escape the upper floors with single jump, and the elevator is locked from the outside by a Lockjaw whose key cannot be reached. You can die to a demon scroll to respawn at a golden gate, if you have activated one previously.&lt;br /&gt;
*[[Origin Warp|Oni Island Origin Warp]] will softlock you in new game. It can be achieved by 1st frame jumping into the lava. [[KT Glitch]] is required to prevent yourself from repeatedly free-falling to a void plane, which loops the origin warp infinitely.&lt;br /&gt;
*[[ICB]] will softlock you if you warp to North Ryoshima prior to killing the water dragon.&lt;br /&gt;
*[[Early Thunderstorm]] can result in a softlock if you rejuvenate Gekigami while in midair and do not complete the constellation before you fall into the water and drown. Once Amaterasu drowns, the constellation will no longer work.&lt;br /&gt;
*[[Sasa Early]] can result in a softlock if you fall directly into Jamba's room on the 2nd floor, and then trigger the elevator while it is still on the 1st floor. The result is being put in an elevator box with no exit. This has been escaped once with double jump, but is believed to be inescapable with single jump. This softlock can be avoided by falling down the elevator shaft without triggering the elevator cutscene.&lt;br /&gt;
*[[Sasa Early]] will also result in a softlock if you perform it in new game without activating any mermaid springs. The door to the sanctuary is closed without rescuing Chun, and you cannot use the mermaid coin provided by Mr. Bamboo unless you have another location to warp to.&lt;br /&gt;
*Fighting a boss without the required brush power will result in a softlock. Spider Queen cannot be damaged without vine, Ninetails cannot be damaged without thunderstorm, Crimson Helm cannot be damaged without galestorm, Orochi cannot be damaged without waterspout. You could die to escape.&lt;br /&gt;
*Fighting certain enemies without the brush required power will result in a softlock. The most notable instance of this is the igloo turtle fight trigger shortly after blooming Kamui, which cannot be escaped and cannot be defeated without inferno or fireburst. You could die to escape.&lt;br /&gt;
*[[North Ryo Early]] can result in a softlock if you land in a corner to the right of the gate, between the mountain and the fence. There is a piece of geometry where you can be trapped, unable to move.&lt;/div&gt;</summary>
		<author><name>Popprocks</name></author>
	</entry>
</feed>