This was a mistake. TAS runs are still run by humans, just with tools to let us fine-tune movements and manipulate rng via in-game actions for superhuman feats. The tools don't prevent brain malfunctions when choosing which inputs to use. :D
@@swordam1063 The way TASing works is we use a program called libTAS that allows us to program inputs frame-by-frame, then play them back and see what happens in-game. The workflow effectively is like playing in slow motion, but with the ability to go back and try different approaches if they don't work out the way we want. When we say that TAS can manipulate rng, what we basically mean is that we can try different inputs and by doing this, rng will roll different choices, letting us effectively manipulate/predict the enemy movements before they happen.
@@jarlyk I see, well that's unfortunate, I just felt hella confused cuz "how dare a human fall victim to human error, there's no way that ever happens" and was thinking that maybe there was some higher purpose to it. Looked sick as hell regardless though, these TAS's are a treat to watch, looking forward for more of these, especially on either meme categories or ones showcasing more obscure and creative tricks&routes
I love TAS runs of this game, the movement is so entertaining. Every time the knight smacks a wall to get a tiny forward boost it makes me smile. I wish I could move thru Hallownest like that.
Holy moly it's already done?? Can't wait to watch this, your previews have been awesome! Edit: Another tiny bit of 1221 tech used in this run is getting geo from the baby gruzzers in the gruz mother arena
@@lunatik4291 Only just saw this, oops! I believe that on the latest patches the baby gruzzers drop no geo, so you only get the 50 from gruz mother herself. On 1221, each guzzer will drop 2 geo, for a total of 50 + 2 * (whatever) geo
Man this game doesn’t come with a flashing lights warning but it should, don’t play it if you can’t handle them, don’t watch anyone else play it either for that matter. That said, GG TAS, well played as always!
Just finished it, so awesome to waatch, so great to see weird routes and strats being for a reason, and that acid skip lol, I'm still shocked it's manageable if pixel perfect.
nice! also imagine being elderbug, think you see a ghost zoom past a couple times, it doesn't even say hi. a moment later you hear a scream, and radiance is gone.
Wait, doesn't everybody do frogs on 1 hp? :) That said, don't try this at home without rng manip, because, uh... ruclips.net/video/hm8B-9Km9wo/видео.html
Good eye :) I think this is probably a seam transition in the hitboxes, actually. Hitboxes in HK don't always perfectly line up with eachother and even when they do, there are places where two hitboxes touch and form a seam, which interacts with the physics in all sorts of wonky ways. For example, dashing over a seam and jumping on the first frame out of your dash will give you airwalk. In this case, you can see the knight 'bump'. I've never actually looked at the frame cost of just walking over a seam, but it's possible there's a micro-optimization to jump over seams if they cost you some X speed.
The lantern is required to interact with the Crystal Peaks toll, so its primary role is to allow access to cpeaks for cdash. The alternate access requires dive, which this particular category is not allowed to use. The other option is to go Isma's, but that's significantly slower than getting cdash. As a nice side benefit, lantern also allows us to fight No Eyes, who is fairly easy to grab between Archives and Queen's Gardens.
The nail miss is just a mistake; I did a lot of tweaking of that sequence and didn't notice that swing was just barely missing (it's not always obvious when you're going one frame at a time.) The jump though is what's known as a pre-jump. Vertical acceleration takes a long time, so any time your motion is gated by vertical downward movement, it's best to overlap your horizontal movement with the vertical acceleration time by pre-jumping before going off platform. This can save a quite substantial amount of time per jump and it's something you'll see experienced human runners do as well.
Yes, though it hasn't gotten any easier, sadly. It's a ridiculously precise skip, though humans still do it, as it's really easy to try it repeatedly until you get it. There's an easier variant using dream shield, though the route is substantially slower. After this TAS was completed, another skip was discovered that allows you to kill the Baldur itemless (by damage tanking the spit to get close enough to hit), but that one isn't really possible for humans in the context of a run. It would substantially speed up the route though for TAS.
when you pick up the first charm notch at 18:59 it heals you but you still have the fury glow do u hav 5 masks plus fury damage bc of that, or is it actually 1 mask with fury, or 5 masks without fury?
This glitch is known as full-health fury and the knight does have both fury and full health in this state. They'll lose fury as soon as they take a hit. It doesn't actually matter in this case, as the TAS doesn't take unwanted damage anyway; they just wanted the geo and charm notch. For human runs, though, full-health fury can be quite useful, as it makes the fury state a lot less risky.
Indeed; in technical parlance we actually call it PRNG, which stands for pseudo random number generation. This has some major implications when people use insecure PRNGs for critical applications like encryption, but for the purpose of making TASes, it's very handy that we can manipulate the deterministic stream of random numbers indirectly via in-game actions to get the rolls we want. Basically we add actions (like jumping or getting nail hit sparks on walls) that cause additional rolls to occur, thus changing the roll we care about.
Only with shade cloak. It has a separate cooldown from dash, so only some dashes will be shade cloak and make you invulnerable. TAS found a nice timeline where shadecloak came off cooldown just in time to get through some of the annoying frogs.
Spelless is unlikely to be fastest for TE; there's a lot of geo required to afford the nail upgrade and you can get fights as fast or faster than this with spells and shamans. You might VS skip for TAS still, but you'd probably get Shriek for dmg.
There are a few splices (libTAS sometimes desyncs, so it's easier to encode in chunks and splice together rather than running the entire encode all in one pass), but this isn't one of them. What's happening here is a quick jump in the camera position (if you step the video single frame you can see that the sprite animations and particles are all continuous, but the centering of the frame jumps), though I'm not sure why. HK has a lot of odd glitches, so it wouldn't surprise me if this is a known glitch, though I haven't actually seen this particular type of camera dysfunction before. Much weirder is the zero mask glitch that occurs a few minutes later, which is another rare, but known, visual glitch. Good eye, though. :)
TAS routes tend to be somewhat unique, though this one wasn't anything too crazy. Most human players wouldn't want to use fury and strength for every fight (since this makes the run quite volatile), but the concept isn't too out there.
Wait at around 19:00, after getting the charm notch and being healed, do you still have the fury attack boost? Or is that just a visual glitch? Edit: Same-ish thing at 34:00
Yeah, this is the "full hp fury" trick, which works on 1432 as well as 1221. Humans make use of this to take advantage of fury with less risk in some places, though for TAS it doesn't really matter much. It saves a little time on Hu by not requiring us to damage tank before we can do fury damage. Mostly we kill the Shrumals for the geo, but the notch does let us overcharm with dreamwielder later as well.
The 34:00 case is a different glitch that's apparently caused by exiting the dream early. On 1221, if you leave too soon, you won't get the essence, but if you leave at the earliest possible time to still get the essence, the masks display will glitch out, displaying 0 masks.
Upslashing on doors doesn't always save time, as they don't always have recoil and even ones that do can often avoid the recoil if you hit them from far enough away. If you're asking about KP in particular, side slashes can be used to better set up the timing for a nail knockback turnaround, since you have to wait 0.42 seconds between slash inputs and using an upslash might delay when you're allowed to enter the turnaround. These are more efficient if you can trigger them adjacent to the ceiling wall, since the wall limits your backwards motion for the one frame of reverse motion before moving forward again with the knockback speed boost.
This TAS was done on patch 1221 for technical reasons (libTAS is more stable on 1221), but it was attempting to emulate patch 1432 in terms of tech used. It didn't do this perfectly, but among other things it did skip a few early controls. It still included the dreamer quitout early controls, which I learned later are 1221-only. You may also notice that it never does any inv drops midair (only off ledges) and doesn't do the 1221 dnail early controls on dream warrior essence.
Root cause is unknown, but if you exit Lost Kin dream at the earliest possible time on patch 1221, you can get this display glitch. It's not considered an invalidating glitch, as it only changes the display and the game's underlying state is still correct. Another glitch you may notice in several places is the overcharmed indicator disappearing even though the knight is pretty much always overcharmed in this run.
This was emulating a run on patch version 1432, where wcs works very differently (doesn't retain dash speed) and is also banned under nmg rules (with not much complaint, since it doesn't offer fun speed boosting and can only otherwise get used to skip huge chunks of the game.) The run was created on patch 1221 for technical reasons (libTAS is far more stable on 1221 than it is on 1432, with much fewer desyncs and thus less frustrating rework required.)
The toll gate can't be interacted with in the dark; as such, going to crystal peak to get cdash requires either lantern or dive (barring any major glitch shenanigans.)
Cdash, in turn, is required for Monomon (the alternative is Isma's Tear, but that's slower in most routes.) In this run, it's also required for white palace.
Speedrunners use what's known as a load-removing timer for this game. The main purpose of this is to normalize times between different PCs, as the amount of time it takes to load each room is dependent on your PC. The TAS timer uses the same algorithm used by LiveSplit for load removal so that times are more comparable to human times.
Everybody who's reacted to the TAS has asked for permission, which I've granted. Speedrunning is a fairly tight-knit community and my channel is not monetized at all, so I'm happy to share what I've made with a wider audience.
I'm not sure what you're asking. There's an airwalk jump to Xero at one point because we're attempting to emulate patch 1432 (while actually running on 1221) and that background object is pogoable on 1432, but the time you mentioned just precedes a normal jump.
There is no true ending, it's dream no More, and it's Not the true ending, the other endings are Canon aswell, sealed siblings isn't Canon to silksong, the hollow knight ending or the dream no More one probably are, the hollow knight is better than dream no More but not better than embrace the void
In this context, TE (True Ending) is just a technical term for the speedrun; in games that have two major endings, it's conventional to distinguish Any% (any ending) from the more effort ending by calling the latter TE. This was before the game added Godhome Ending. For games that have more major ending categories, it's common to call them endings A, B, C, etc. and then you'll have any%, bny% and cny% respectively. Some of the names and conventions are a bit silly and inconsistent, as it typical with these things, but it's not intended to be any sort of commentary on the lore.
Wait why did you do 4 staggers on Flase Knight?
This was a mistake. TAS runs are still run by humans, just with tools to let us fine-tune movements and manipulate rng via in-game actions for superhuman feats. The tools don't prevent brain malfunctions when choosing which inputs to use. :D
@@jarlyk would like to know do you input the nail slashes and jumps/dashes yourself or are they fine tuned
@@swordam1063 The way TASing works is we use a program called libTAS that allows us to program inputs frame-by-frame, then play them back and see what happens in-game. The workflow effectively is like playing in slow motion, but with the ability to go back and try different approaches if they don't work out the way we want. When we say that TAS can manipulate rng, what we basically mean is that we can try different inputs and by doing this, rng will roll different choices, letting us effectively manipulate/predict the enemy movements before they happen.
@@jarlyk I see, well that's unfortunate, I just felt hella confused cuz "how dare a human fall victim to human error, there's no way that ever happens" and was thinking that maybe there was some higher purpose to it. Looked sick as hell regardless though, these TAS's are a treat to watch, looking forward for more of these, especially on either meme categories or ones showcasing more obscure and creative tricks&routes
@@jarlyk thx best explanation ive got so far
I love TAS runs of this game, the movement is so entertaining. Every time the knight smacks a wall to get a tiny forward boost it makes me smile. I wish I could move thru Hallownest like that.
Amazing stuff as always, keep up the good work
I am subbed to you sir
@@Gamer_Grimm but are you subbed to Jarlyk
Hi blue
Holy moly it's already done?? Can't wait to watch this, your previews have been awesome!
Edit: Another tiny bit of 1221 tech used in this run is getting geo from the baby gruzzers in the gruz mother arena
do they also collectively drop 50 geo just like gruz mother herself does on later patches?
@@lunatik4291 Only just saw this, oops! I believe that on the latest patches the baby gruzzers drop no geo, so you only get the 50 from gruz mother herself. On 1221, each guzzer will drop 2 geo, for a total of 50 + 2 * (whatever) geo
35:05 a simple and honest gest of gratitude
Man this game doesn’t come with a flashing lights warning but it should, don’t play it if you can’t handle them, don’t watch anyone else play it either for that matter. That said, GG TAS, well played as always!
Great to see you got it all finished! I've just spoiled the excitement of watching any future speedruns in this category.
Is this THE run we've all been hoping for? Exciting!
gg!!! you finished it super quickly for a long tas like this one. keep up the fantastic work!!
Bornana
Bornana
lets gooo ive been waiting for this for forever
The previews had me so exited, I can’t believe it’s finally out!
Just finished it, so awesome to waatch, so great to see weird routes and strats being for a reason, and that acid skip lol, I'm still shocked it's manageable if pixel perfect.
Yoooo hyped that it came out, this is awesome man
great job! been watching you since blue sr watched your 0 geo run!
torn between watching this and the fireborn live
choose the livestream of the other is a video (yes i'm a year late lol)
@@BGDMusic just in time
@@flipwonderland indeed
didnt even talk to elderbug 0/10
No it's 10000/10
It’s a TAS(tool assistant speedrun) why would they program that in?
Its a joke @@CalebGriffin974
@@CaioHenrique-cn5ll but still would you Every frame you have to program differently, do you know how difficult that is?
@@CalebGriffin974 its a joke
22:13 I’ve watched this ascent 3 times already it’s so smooth
that White Palace movement is just *chef's kiss
I feel honored to be your 1k sub watched it go up
this channel is cool af
Love the graphic glitch at the end :V
The tendrils was binding the air 😂
Woah that was a quick kill 8:30
I love all the fury strats
i want spellless TAS versions of all dream warrior fights with unupgraded nail and no charms.
these fights look insane!
You gave the final blow at radiance at exactly 59min and 59sec, how is this possible ?!
perfect Tas insane
Knight: casually says I like your cut G to walls just to move an inch further
Found this from Fireborn, this needs more views
nice! also imagine being elderbug, think you see a ghost zoom past a couple times, it doesn't even say hi. a moment later you hear a scream, and radiance is gone.
This is awesome, you're awesome
This guy clearly owns an airfryer
The amount of places this ai went with 1 hp gave me anxiety but I never expected it to use the corners of floors to gain a speed boost
Wait, doesn't everybody do frogs on 1 hp? :) That said, don't try this at home without rng manip, because, uh... ruclips.net/video/hm8B-9Km9wo/видео.html
This is super fun to watch. The bosses can't breath! XD
were you supposed to miss the down slash at 5:25 lol. great video and tas though :D
this is insane
It’s finally here!!
Just one final time, I have to suggest that you should have used spells... 😓
nah, I'm pretty sure detouring to grab any spells would've been too big a time loss to be worth getting them
@@phee4174 I don't know, it seemed like it would have saved a few seconds for the bosses, and especially on the gorgeous husk geo...
Wait is this supposed to be a joke I can't tell
@@raizors1331 it’s not a joke. My opinion is that they should have used spells 😤
Shriek would have been faster according to him
Congrats! You finished this _so_ quickly; very nice shroomPog
This video is addictive.
The tas is realy good.
Wow 22:14 is really satisfying
And 49:24
So the game is beatable without vengeful spirit
Amazing!!!
Impressive!
TAS- if i take damage, it was on purpose...i'm not programed to make mistakes, if you win... i let you
53:30 *low% true ending flashbacks*
Got to love the knight on 0 health after lost kin
He forgot to program a attack lol 2:26
YOU BEAT WR
53:23 bro woke up and chose violence
didn't talk to elderbug crimes have been commited + no wayward compass + true final boss is a rapid fire primal aspid = invalid speedrun
49:22 okay now you’re just showing off 😅
dang runs dead, didn't press right for one fame at 4:03
Good eye :) I think this is probably a seam transition in the hitboxes, actually. Hitboxes in HK don't always perfectly line up with eachother and even when they do, there are places where two hitboxes touch and form a seam, which interacts with the physics in all sorts of wonky ways. For example, dashing over a seam and jumping on the first frame out of your dash will give you airwalk. In this case, you can see the knight 'bump'. I've never actually looked at the frame cost of just walking over a seam, but it's possible there's a micro-optimization to jump over seams if they cost you some X speed.
Hornet Shawless%
im kind of confused rn… im pretty sure there was one non-needed cycle on false knight, please correct me if im wrong though
Yeah I think you're right... maybe 4 knockdowns is needed for 1221?
Yeah...apparently I can't count. (: Whoops.
TAS didnt go to school
why didnt he die at 19:01 clearly ran through enemy
The baby shrooms don't have hurtboxes, so you can walk right through them; they can, however, be pogoed (:
Idk not talking to elder bug seems like a time loss
I believe on 1.4+ you can still gain early control at the entrance of FC by pause, why this TAS didn't do it there?👀
Maybe it didnt want to
43:49 Maps like different
What's the purpose of grabbing the lantern? Is it not a waste of time when you can rewrite and refine movements to navigate in the dark?
The lantern is required to interact with the Crystal Peaks toll, so its primary role is to allow access to cpeaks for cdash. The alternate access requires dive, which this particular category is not allowed to use. The other option is to go Isma's, but that's significantly slower than getting cdash. As a nice side benefit, lantern also allows us to fight No Eyes, who is fairly easy to grab between Archives and Queen's Gardens.
@@jarlyk Thanks for the answer! I had no idea it was required for the toll. Awesome job on this.
Was there a reason for the nail miss at 5:29?
Also the jump at 14:32
The nail miss is just a mistake; I did a lot of tweaking of that sequence and didn't notice that swing was just barely missing (it's not always obvious when you're going one frame at a time.) The jump though is what's known as a pre-jump. Vertical acceleration takes a long time, so any time your motion is gated by vertical downward movement, it's best to overlap your horizontal movement with the vertical acceleration time by pre-jumping before going off platform. This can save a quite substantial amount of time per jump and it's something you'll see experienced human runners do as well.
@@jarlyk Thank you
8:42 Does this skip still work at latest version ?
Yes, though it hasn't gotten any easier, sadly. It's a ridiculously precise skip, though humans still do it, as it's really easy to try it repeatedly until you get it. There's an easier variant using dream shield, though the route is substantially slower. After this TAS was completed, another skip was discovered that allows you to kill the Baldur itemless (by damage tanking the spit to get close enough to hit), but that one isn't really possible for humans in the context of a run. It would substantially speed up the route though for TAS.
when you pick up the first charm notch at 18:59 it heals you but you still have the fury glow
do u hav 5 masks plus fury damage bc of that, or is it actually 1 mask with fury, or 5 masks without fury?
This glitch is known as full-health fury and the knight does have both fury and full health in this state. They'll lose fury as soon as they take a hit. It doesn't actually matter in this case, as the TAS doesn't take unwanted damage anyway; they just wanted the geo and charm notch. For human runs, though, full-health fury can be quite useful, as it makes the fury state a lot less risky.
@@jarlyk thats neat, thanks!
I just thought of something, if you can in anyway manipulate RNG then it isn’t really RNG now is it?
Indeed; in technical parlance we actually call it PRNG, which stands for pseudo random number generation. This has some major implications when people use insecure PRNGs for critical applications like encryption, but for the purpose of making TASes, it's very handy that we can manipulate the deterministic stream of random numbers indirectly via in-game actions to get the rolls we want. Basically we add actions (like jumping or getting nail hit sparks on walls) that cause additional rolls to occur, thus changing the roll we care about.
Wait does dash give i-frames? 51:55
Only with shade cloak. It has a separate cooldown from dash, so only some dashes will be shade cloak and make you invulnerable. TAS found a nice timeline where shadecloak came off cooldown just in time to get through some of the annoying frogs.
@@jarlyk ooooooh cool TIL. Thanks and amazing work
@Jarlyk, Is this actually the fastest route for typical TE as well? Or does the limit of no spells actually slow you down here somewhere?
Spelless is unlikely to be fastest for TE; there's a lot of geo required to afford the nail upgrade and you can get fights as fast or faster than this with spells and shamans. You might VS skip for TAS still, but you'd probably get Shriek for dmg.
so like, will you do another tas for pantheon ?
hey knight you ok there at 34:07? looking kinda rough
1:02:10 Wait, that’s a thing?!
Splice? 32:16
There are a few splices (libTAS sometimes desyncs, so it's easier to encode in chunks and splice together rather than running the entire encode all in one pass), but this isn't one of them. What's happening here is a quick jump in the camera position (if you step the video single frame you can see that the sprite animations and particles are all continuous, but the centering of the frame jumps), though I'm not sure why. HK has a lot of odd glitches, so it wouldn't surprise me if this is a known glitch, though I haven't actually seen this particular type of camera dysfunction before. Much weirder is the zero mask glitch that occurs a few minutes later, which is another rare, but known, visual glitch. Good eye, though. :)
@@jarlyk ah that makes sense. It can be hard to keep a tas from desyncing for long periods of time. Cool to know why tho
I'm curious whether all of the strats/routes used by the TAS were known, or was there ever a "what are you doing...?" moment?
TAS routes tend to be somewhat unique, though this one wasn't anything too crazy. Most human players wouldn't want to use fury and strength for every fight (since this makes the run quite volatile), but the concept isn't too out there.
Wait at around 19:00, after getting the charm notch and being healed, do you still have the fury attack boost? Or is that just a visual glitch?
Edit: Same-ish thing at 34:00
It's just magic. Nothing more
I'm interested too
Yes, if you get healed while having 1hp fury (like with charm notches), you can keep the effect, I think it's known as "full hp fury"
Yeah, this is the "full hp fury" trick, which works on 1432 as well as 1221. Humans make use of this to take advantage of fury with less risk in some places, though for TAS it doesn't really matter much. It saves a little time on Hu by not requiring us to damage tank before we can do fury damage. Mostly we kill the Shrumals for the geo, but the notch does let us overcharm with dreamwielder later as well.
The 34:00 case is a different glitch that's apparently caused by exiting the dream early. On 1221, if you leave too soon, you won't get the essence, but if you leave at the earliest possible time to still get the essence, the masks display will glitch out, displaying 0 masks.
@@jarlyk i got this glitch once while doing pantheons on current patch i was dumb and didnt experiment with it :/
Why didn’t you upslash on doors and such
Upslashing on doors doesn't always save time, as they don't always have recoil and even ones that do can often avoid the recoil if you hit them from far enough away. If you're asking about KP in particular, side slashes can be used to better set up the timing for a nail knockback turnaround, since you have to wait 0.42 seconds between slash inputs and using an upslash might delay when you're allowed to enter the turnaround. These are more efficient if you can trigger them adjacent to the ceiling wall, since the wall limits your backwards motion for the one frame of reverse motion before moving forward again with the knockback speed boost.
didnt do early control on kings pass, or landing stun negation with menu canceling
This TAS was done on patch 1221 for technical reasons (libTAS is more stable on 1221), but it was attempting to emulate patch 1432 in terms of tech used. It didn't do this perfectly, but among other things it did skip a few early controls. It still included the dreamer quitout early controls, which I learned later are 1221-only. You may also notice that it never does any inv drops midair (only off ledges) and doesn't do the 1221 dnail early controls on dream warrior essence.
14:56 jump storage
wHy were you at 0 health after lost kin
Root cause is unknown, but if you exit Lost Kin dream at the earliest possible time on patch 1221, you can get this display glitch. It's not considered an invalidating glitch, as it only changes the display and the game's underlying state is still correct. Another glitch you may notice in several places is the overcharmed indicator disappearing even though the knight is pretty much always overcharmed in this run.
@@jarlyk ah, thanks for the clarification. :)
I was wondering, why didnt you use WCS like in the other tas's?
This was emulating a run on patch version 1432, where wcs works very differently (doesn't retain dash speed) and is also banned under nmg rules (with not much complaint, since it doesn't offer fun speed boosting and can only otherwise get used to skip huge chunks of the game.) The run was created on patch 1221 for technical reasons (libTAS is far more stable on 1221 than it is on 1432, with much fewer desyncs and thus less frustrating rework required.)
Why does this route get the lantern? Is it just for the viewers, or does it make things faster somehow?
We need lantern both to access the toll to cpeaks and to fight No Eyes. The game won't let you do either in the dark.
@@jarlyk Ah, right. Thanks! I didn't realize toll machines don't work in the dark...
i’m curious about why the tas needs lantern
The toll gate can't be interacted with in the dark; as such, going to crystal peak to get cdash requires either lantern or dive (barring any major glitch shenanigans.)
Cdash, in turn, is required for Monomon (the alternative is Isma's Tear, but that's slower in most routes.) In this run, it's also required for white palace.
How the knight does not get knocbacked in kings pass?
hay un corte en 32:15
Wait you can quit out on the dreamers on 1.4.3.2+ ?!
not true ending, ignored elderbug
the atrioc special
The game itself says more time than the timer above, feel like a scam
Speedrunners use what's known as a load-removing timer for this game. The main purpose of this is to normalize times between different PCs, as the amount of time it takes to load each room is dependent on your PC. The TAS timer uses the same algorithm used by LiveSplit for load removal so that times are more comparable to human times.
59:59
I hate influencers. Someone just copied your video and got 10x more views. I hate these...
Everybody who's reacted to the TAS has asked for permission, which I've granted. Speedrunning is a fairly tight-knit community and my channel is not monetized at all, so I'm happy to share what I've made with a wider audience.
At 6:57 do he just walk jump
I'm not sure what you're asking. There's an airwalk jump to Xero at one point because we're attempting to emulate patch 1432 (while actually running on 1221) and that background object is pogoable on 1432, but the time you mentioned just precedes a normal jump.
@@jarlyk sorry i meant to say wll jump because it looks like you wall jumped im sorry for the confusion
42:34 me personally I'd kill myself if I was on the receiving end of that
esp if I had friends watching
There is no true ending, it's dream no More, and it's Not the true ending, the other endings are Canon aswell, sealed siblings isn't Canon to silksong, the hollow knight ending or the dream no More one probably are, the hollow knight is better than dream no More but not better than embrace the void
In this context, TE (True Ending) is just a technical term for the speedrun; in games that have two major endings, it's conventional to distinguish Any% (any ending) from the more effort ending by calling the latter TE. This was before the game added Godhome Ending. For games that have more major ending categories, it's common to call them endings A, B, C, etc. and then you'll have any%, bny% and cny% respectively. Some of the names and conventions are a bit silly and inconsistent, as it typical with these things, but it's not intended to be any sort of commentary on the lore.