Uploaded September 2015 | Updated September 2026, 3 weeks ago
A special little add-on to the Crawlphin Dive lets you float a bit off the ground while you do it.
Crawlphin Dive: [ youtube.com/watch?v=XRDkF8LnaII ]
Anywhere you have space to run, sprint and perform a normal dive, but in the middle of the animation, press prone (Ctrl) a second time. This should make Amber land higher than she typically should, treating the floor as if it were two feet higher. Additionally, you can still perform the fast crawl by diving, rolling, and then going prone in the middle of the animation, letting you not only float, but fly across the airways.
As an aside, you can use this to easily get into the Floor Assassin state.
Floor Assassin: [ youtube.com/watch?v=SUTlA6qJOuA ]
As I think I've demonstrated by this point, the diving mechanic doesn't have as many safeguards as it needs to prevent multiple actions. These multiple actions confuse the game and result in a lot of buggy player states. This can be fixed by locking out other actions during the Dolphine Dive animation, which shouldn't hinder gameplay too much, though I will miss shooting while diving. What's odd is that the game locks out camera control during a dive, but practically no other forms of input that I've found.
While I like it, this add-on doesn't provide much that the previous Crawlphin Dive couldn't... beyond floating. Potentially it could offer you a higher vantage point if you needed to dive and then fire, but the added height doesn't seem to affect your interactions with objects for the most part. But as usual, it's entertaining. Since the game is still in its early builds, it's hard to see practical applications for some of these glitches at the moment.
These clips were recorded in Prototype 0.6.7.
I actually enjoy this game a lot even though it's in a pretty glitchy state right now, and I'd love to see it finished. If it looks interesting to you, be sure to check out the Kickstarter or download the demo on Steam and try it yourself.
Kickstarter: [ kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ store.steampowered.com/app/395150 ]
A special little add-on to the Crawlphin Dive lets you float a bit off the ground while you do it.
Crawlphin Dive: [ youtube.com/watch?v=XRDkF8LnaII ]
Anywhere you have space to run, sprint and perform a normal dive, but in the middle of the animation, press prone (Ctrl) a second time. This should make Amber land higher than she typically should, treating the floor as if it were two feet higher. Additionally, you can still perform the fast crawl by diving, rolling, and then going prone in the middle of the animation, letting you not only float, but fly across the airways.
As an aside, you can use this to easily get into the Floor Assassin state.
Floor Assassin: [ youtube.com/watch?v=SUTlA6qJOuA ]
As I think I've demonstrated by this point, the diving mechanic doesn't have as many safeguards as it needs to prevent multiple actions. These multiple actions confuse the game and result in a lot of buggy player states. This can be fixed by locking out other actions during the Dolphine Dive animation, which shouldn't hinder gameplay too much, though I will miss shooting while diving. What's odd is that the game locks out camera control during a dive, but practically no other forms of input that I've found.
While I like it, this add-on doesn't provide much that the previous Crawlphin Dive couldn't... beyond floating. Potentially it could offer you a higher vantage point if you needed to dive and then fire, but the added height doesn't seem to affect your interactions with objects for the most part. But as usual, it's entertaining. Since the game is still in its early builds, it's hard to see practical applications for some of these glitches at the moment.
These clips were recorded in Prototype 0.6.7.
I actually enjoy this game a lot even though it's in a pretty glitchy state right now, and I'd love to see it finished. If it looks interesting to you, be sure to check out the Kickstarter or download the demo on Steam and try it yourself.
Kickstarter: [ kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ store.steampowered.com/app/395150 ]



![Tobes Vertical Adventure - 2-3 new route (descent)
This is currently the best route Ive come up with for getting to the goal treasure chest of the third map of the Frozen Caves in as little time as possible. A route like this is only really useful in a full game speedrun.
I show a couple ways to approach this level. The first trick utilizes a glitch with the way the game processes damage. When hit by an enemy or falling door, Tobe can continue moving in one directly briefly, but with the added benefit of temporarily being able to pass into walls and blocks. Normally you wouldnt notice the effect since you are typically booted back out of the block without issue, but sometimes it acts differently or you can jump.
This allows you to move through the wall thats normally activated by a switch. From there, you can take the level the standard way, or you can use the Floor Door to pass through a number of places in this map. This level has the most useful potential Floor Door spots of any level in the game.
You can use it on the wall raised by the switch if the trick with the falling door is too difficult (or finicky), as well as the wall immediately after this area. The third one is not as useful since it requires you to pass through the door to perform another Floor Door with little space, saving very little time over just standing on the switch next to the door and running off to the left.
Floor Door: [ http://www.youtube.com/watch?v=p0Tadpo3S8M ] Tobes Vertical Adventure - 2-3 new route (descent)](https://i.ytimg.com/vi/L8TzvsMQkp4/mqdefault.jpg)
![Alter Echo - Brain: Underneath shortcut
While this map is extremely short, you can use a Morph Pounce to bypass a downward path and land a few jumps from the exit. Its probably the most difficult Morph Pounce Ive found.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
In level 28, climb the center hills stealth track and get on the very last part of it. Morph Pounce while aiming for the platforms above, making sure to get as much height as possible out of your double jump. If done correctly, youll land on the floating platform and avoid the trigger that causes all of the enemies to spawn.
The lower path you skip by doing this contains a door (with the spikes you have to dodge), a race to outrun some toxic water, and traveling along some stealth tracks. Id say this roughly saves 30-45 seconds.
Of note, backtracking through the level after performing this trick causes some glitches. When going down the stealth track toward the door, you encounter a hall of mirrors effect where the image becomes smeared. The segment with the rising water is completely broken as it no longer kills you. It also breaks the camera once the sequence starts. Alter Echo - Brain: Underneath shortcut](https://i.ytimg.com/vi/LEw5J922JcI/mqdefault.jpg)


![Advent Revising: Replace to Save Humanity
[ http://www.miketyndall.com/setz/Advent%20Revising/RTSH/ ]
Advent Revising: Replace to Save Humanity Edition is an optional add-on to the PC port of Advent Rising that brings back every hidden icon from the Race to Save Humanity contest for the first time!
The patch creator, Nicleton, used datamining and hex editing to re-enable these long-lost symbols and return them to same place they were intended to appear during the contest — including four that were never released. Now, twenty-one years later, you can experience what it was like to hunt for the million dollar icons — this time not for financial gain, but for personal fulfilment!
Visit the website to download the patch. Advent Revising: Replace to Save Humanity](https://i.ytimg.com/vi/MjIJRc4eyPU/mqdefault.jpg)
![Lume 3m12s (any%) speedrun
This is a single-segment, any% speedrun of Lume. I define this as low% because I dont collect the binoculars and I skip the wind turbine puzzle, which is the least you can do to successfully finish the game for now.
(I accidentally marked it as a low% run in the on-screen graphic. Whoops!)
I abuse a few minor glitches to move through the game faster, most notably by building the wind turbine before completing the puzzle used to determine where to place it, causing the turbine to become invisible. Otherwise, the glitches involve some oddities with movement that account for a few seconds over the run.
If youd like to see a more thorough explanation of some tricks as well as some miscellaneous glitches in Lume, I covered some of them in this video:
[ http://www.youtube.com/watch?v=6a9e11RIxtc&feature=plcp ]
The biggest challenge of this run is thankfully the first puzzle with the solar panels. Each run dedicates nearly half the total time to just that one, and unfortunately its entirely based on a randomized layout. Since it cant be memorized, I work through it as quickly as I can, which still takes over a minute.
Besides some relatively minor misclicks elsewhere, that puzzle is the main area of improvement. My best individual attempt on it is about nine seconds faster than shown here, so if someone did a really fantastic job on it, they could easily get under 3 minutes for the whole run with this route. The problem is that there are 64 panels, so you have to do better than one per second.
The run is timed from the first frame that Lumi is on-screen until the final bubble appears after pressing the Connect button next to the generator. The exact time comes in at 3:12.1.
This was recorded on 11-23-12. Lume 3m12s (any%) speedrun](https://i.ytimg.com/vi/NDMCPvVk4kA/mqdefault.jpg)

