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		<updated>2026-05-03T02:17:57Z</updated>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Destroy_Comm_Arrays</id>
		<title>Metal Arms: Glitch in the System/Destroy Comm Arrays</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Destroy_Comm_Arrays"/>
				<updated>2015-09-16T18:37:58Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: New routes for this level; reorganized page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Out of Bounds Routes==&lt;br /&gt;
Routes listed by completion time, with the fastest route first.&lt;br /&gt;
&lt;br /&gt;
===Guard Tower Skip (No Tank)===&lt;br /&gt;
[https://youtu.be/C1sxPgsd9gI Reference Video]&lt;br /&gt;
#Run straight to the guard tower at 2 o'clock from where you exit&lt;br /&gt;
#Jump up to the platform inside the guard tower, and make your way to one of the corners&lt;br /&gt;
#Double jump onto an invisible ledge half-way up the support pole, and jump onto the top of the guard tower&lt;br /&gt;
#Double jump onto the wall (Note: This jump requires near-perfect timing and positioning)&lt;br /&gt;
#Run across the wall to the end of the level&lt;br /&gt;
&lt;br /&gt;
===Gate Skip===&lt;br /&gt;
[https://www.youtube.com/watch?v=fs0ZRzqW61s Reference Video]&lt;br /&gt;
#Acquire the tank&lt;br /&gt;
#Destroy every mil bot in the first area.&lt;br /&gt;
#*This step is optional, but highly recommended&lt;br /&gt;
#*If you do not do this and miss the jump the first time, you will die before getting a second chance&lt;br /&gt;
#*2 Titans come out of building, 3 mil bots come through gate(ignore mils if you are not concerned about health)&lt;br /&gt;
#Take the tank to the left of the gate to the second area&lt;br /&gt;
#Exit the tank, and use it to jump into the inside of the large ornament hanging on the wall&lt;br /&gt;
#From inside that small ledge, you can make your way up the frame of the gate, and on to the top of the wall&lt;br /&gt;
#Walk into the exiting loading zone (It is not common to be warped back to the start)&lt;br /&gt;
&lt;br /&gt;
===Guard Tower Skip (Tank)===&lt;br /&gt;
#Acquire the tank&lt;br /&gt;
#Kill as many of the bots as required in the first room&lt;br /&gt;
#Use the tank to crawl up the rock in front of the guard tower across from where you exited the starting room&lt;br /&gt;
#Jump from the top of the tank to the top of the guard tower&lt;br /&gt;
#Double jump from the tower to the wall (Note: this jump requires near-perfect timing and positioning)&lt;br /&gt;
#Run across the wall to the end of the level&lt;br /&gt;
&lt;br /&gt;
==Any% Long Route==&lt;br /&gt;
This route is used in order to acquire the Level 2 Scatter Blaster EUK.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/C1sxPgsd9gI Reference Video]&lt;br /&gt;
# Jump into the tank&lt;br /&gt;
# Kill all the mils in the area&lt;br /&gt;
# Move to bunker at the end to spawn two more Titans&lt;br /&gt;
#* Kill these titans by shooting straight into the bunker with your tank. If you do it right, they will both die at the same time&lt;br /&gt;
# Jump out and refill your energy&lt;br /&gt;
# Jump back into the tank and destroy the first group of mil grunts just through the door&lt;br /&gt;
# Aim for the tank at 11 o'clock and fire.&lt;br /&gt;
#* This keeps the mils from using the tank against you&lt;br /&gt;
# Take out the titan on the left, moving in close in order to force it to back into the bunker&lt;br /&gt;
# Kill the other titan behind you&lt;br /&gt;
# Get out of the tank, and fire into the corner on the inside of the bunker&lt;br /&gt;
#* This lets you get in and out without taking too much damage from the mils inside&lt;br /&gt;
# Grab the Det-Packs, exit the bunker, go around it to the right, and get the Scattergun Level 2 EUK&lt;br /&gt;
# Make your way up to the comm array towers and attach the det packs to each one&lt;br /&gt;
# The exit door opens once the second comm array is destroyed&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/The_Zombiebot_King</id>
		<title>Metal Arms: Glitch in the System/The Zombiebot King</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/The_Zombiebot_King"/>
				<updated>2015-09-03T17:37:41Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Major adjustments to how to take on this boss. HD video added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=E-zY6QEZKuM Reference Video]&lt;br /&gt;
&lt;br /&gt;
===Tips for taking on this boss===&lt;br /&gt;
*This boss takes 5 hits from coring charges (5 rounds) to take down.&lt;br /&gt;
*It takes the boss 3 seconds to recover from a coring charge hit&lt;br /&gt;
*The King appears to take more damage on his left side, than on his right, and seems to have weak points near his joints (needs more research)&lt;br /&gt;
*Using Rivet Gun on the King is Recommended, as it is the most accurate weapon, and all shots can generally be expected to land on the same spot if fired quickly.&lt;br /&gt;
*Using Scatter Blaster on small Zombiebots is recommended, as it only takes 2 hits to make them fall apart&lt;br /&gt;
*One Zombiebot comes out after the 3rd hit&lt;br /&gt;
*Two more Zombiebots come out after the 4th hit&lt;br /&gt;
**It is faster to ignore these bots and only focus on the King, but they will throw off your aim and you much watch your health carefully&lt;br /&gt;
*The first grate on your left contains a Fleet Foot booster, which makes it a lot easier to dodge, but also much harder to aim&lt;br /&gt;
*Rocket Launcher ammo is behind your spawn. SPEW, Rivet, and Scatterblaster ammo are along the far wall.&lt;br /&gt;
*All Items respawn (Health takes longer to respawn)&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-28T21:34:44Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread]or    [http://www.speedrun.com/Metal_Arms_Glitch_in_the_System/forum this forum.]&lt;br /&gt;
&lt;br /&gt;
We also have a leaderboard set up [http://www.speedrun.com/Metal_Arms_Glitch_in_the_System here.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
The use of emulators will be allowed on 2 conditions:&lt;br /&gt;
#The emulator has been proven to have an accurate in-game time&lt;br /&gt;
#Single level runs must include video evidence of the run, with a time on the &amp;quot;scoreboard&amp;quot; screen at the end of the level that reflects your video time.&lt;br /&gt;
#*Because of how resets work in this game, you will need to fully exit the level and enter again in order to reset the in-game timer.&lt;br /&gt;
&lt;br /&gt;
As of 5.0 RC-1, Dolphin Emulator has been proven to be accurate enough to submit runs from.&lt;br /&gt;
&lt;br /&gt;
In order to determine if an emulator is accurate enough for submission, record a level that displays an in-game timer during the level itself, along with the end of level time. If both of these timers match the length of your video, then that emulator can be considered accurate. Wasteland Thunder and Race to the Rocket are both good levels to test this with.&lt;br /&gt;
&lt;br /&gt;
Runners should note that most emulators for this game require a rather powerful computer to both play and record without slowdown. If the in-game time does not match the time spent in the video, the run will be rejected.&lt;br /&gt;
&lt;br /&gt;
Editor's Note: These rules may change at any time if runners abuse them. ~R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
The final split of the game should occur the instant that the screen goes black after you defeat Zombie Corrosive. This lets the runner skip the final 3 minutes of cutscenes and credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
The GC version allows you to skip all cutscenes *only* if you are replaying a level.&lt;br /&gt;
&lt;br /&gt;
The PS2 (and xbox?) version allows you to skip all cutscenes.&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Version Differences=&lt;br /&gt;
The PS2 version (xbox needs testing) lets you skip most cutscenes, while the GC version only lets you skip some of them. This saves a vast amount of time on the PS2 version (~30 minutes? needs confirmation).&lt;br /&gt;
&lt;br /&gt;
Coring charges are slightly (25%?) weaker in the PS2 version. A prime example of this playing out is that in Hero Training it takes two coring charges to free the trapped miners in the PS2 version, while the GC version only needs one.&lt;br /&gt;
&lt;br /&gt;
The PS2 version also appears to have a slightly more accurate physics simulation. This is noticeable in a number of things:&lt;br /&gt;
* Coring charges are more likely to destroy Grunts than damage them&lt;br /&gt;
* Tanks are much harder to climb walls with&lt;br /&gt;
&lt;br /&gt;
The PS2 version loads levels much faster than the GC version.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-28T20:46:46Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Added speedrun forum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.], or [http://www.speedrun.com/Metal_Arms_Glitch_in_the_System/forum this forum.]&lt;br /&gt;
&lt;br /&gt;
We also have a leaderboard set up [http://www.speedrun.com/Metal_Arms_Glitch_in_the_System here.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
The use of emulators will be allowed on 2 conditions:&lt;br /&gt;
#The emulator has been proven to have an accurate in-game time&lt;br /&gt;
#Single level runs must include video evidence of the run, with a time on the &amp;quot;scoreboard&amp;quot; screen at the end of the level that reflects your video time.&lt;br /&gt;
#*Because of how resets work in this game, you will need to fully exit the level and enter again in order to reset the in-game timer.&lt;br /&gt;
&lt;br /&gt;
As of 5.0 RC-1, Dolphin Emulator has been proven to be accurate enough to submit runs from.&lt;br /&gt;
&lt;br /&gt;
In order to determine if an emulator is accurate enough for submission, record a level that displays an in-game timer during the level itself, along with the end of level time. If both of these timers match the length of your video, then that emulator can be considered accurate. Wasteland Thunder and Race to the Rocket are both good levels to test this with.&lt;br /&gt;
&lt;br /&gt;
Runners should note that most emulators for this game require a rather powerful computer to both play and record without slowdown. If the in-game time does not match the time spent in the video, the run will be rejected.&lt;br /&gt;
&lt;br /&gt;
Editor's Note: These rules may change at any time if runners abuse them. ~R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
The final split of the game should occur the instant that the screen goes black after you defeat Zombie Corrosive. This lets the runner skip the final 3 minutes of cutscenes and credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
The GC version allows you to skip all cutscenes *only* if you are replaying a level.&lt;br /&gt;
&lt;br /&gt;
The PS2 (and xbox?) version allows you to skip all cutscenes.&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Version Differences=&lt;br /&gt;
The PS2 version (xbox needs testing) lets you skip most cutscenes, while the GC version only lets you skip some of them. This saves a vast amount of time on the PS2 version (~30 minutes? needs confirmation).&lt;br /&gt;
&lt;br /&gt;
Coring charges are slightly (25%?) weaker in the PS2 version. A prime example of this playing out is that in Hero Training it takes two coring charges to free the trapped miners in the PS2 version, while the GC version only needs one.&lt;br /&gt;
&lt;br /&gt;
The PS2 version also appears to have a slightly more accurate physics simulation. This is noticeable in a number of things:&lt;br /&gt;
* Coring charges are more likely to destroy Grunts than damage them&lt;br /&gt;
* Tanks are much harder to climb walls with&lt;br /&gt;
&lt;br /&gt;
The PS2 version loads levels much faster than the GC version.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-26T19:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* How to Run Metal Arms */  Added Emulators section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
We also have a leaderboard set up [http://www.speedrun.com/Metal_Arms_Glitch_in_the_System here].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
==Emulators==&lt;br /&gt;
The use of emulators will be allowed on 2 conditions:&lt;br /&gt;
#The emulator has been proven to have an accurate in-game time&lt;br /&gt;
#Single level runs must include video evidence of the run, with a time on the &amp;quot;scoreboard&amp;quot; screen at the end of the level that reflects your video time.&lt;br /&gt;
#*Because of how resets work in this game, you will need to fully exit the level and enter again in order to reset the in-game timer.&lt;br /&gt;
&lt;br /&gt;
As of 5.0 RC-1, Dolphin Emulator has been proven to be accurate enough to submit runs from.&lt;br /&gt;
&lt;br /&gt;
In order to determine if an emulator is accurate enough for submission, record a level that displays an in-game timer during the level itself, along with the end of level time. If both of these timers match the length of your video, then that emulator can be considered accurate. Wasteland Thunder and Race to the Rocket are both good levels to test this with.&lt;br /&gt;
&lt;br /&gt;
Runners should note that most emulators for this game require a rather powerful computer to both play and record without slowdown. If the in-game time does not match the time spent in the video, the run will be rejected.&lt;br /&gt;
&lt;br /&gt;
Editor's Note: These rules may change at any time if runners abuse them. ~R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
The final split of the game should occur the instant that the screen goes black after you defeat Zombie Corrosive. This lets the runner skip the final 3 minutes of cutscenes and credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
The GC version allows you to skip all cutscenes *only* if you are replaying a level.&lt;br /&gt;
&lt;br /&gt;
The PS2 (and xbox?) version allows you to skip all cutscenes.&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Version Differences=&lt;br /&gt;
The PS2 version (xbox needs testing) lets you skip most cutscenes, while the GC version only lets you skip some of them. This saves a vast amount of time on the PS2 version (~30 minutes? needs confirmation).&lt;br /&gt;
&lt;br /&gt;
Coring charges are slightly (25%?) weaker in the PS2 version. A prime example of this playing out is that in Hero Training it takes two coring charges to free the trapped miners in the PS2 version, while the GC version only needs one.&lt;br /&gt;
&lt;br /&gt;
The PS2 version also appears to have a slightly more accurate physics simulation. This is noticeable in a number of things:&lt;br /&gt;
* Coring charges are more likely to destroy Grunts than damage them&lt;br /&gt;
* Tanks are much harder to climb walls with&lt;br /&gt;
&lt;br /&gt;
The PS2 version loads levels much faster than the GC version.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Wasteland_Journey</id>
		<title>Metal Arms: Glitch in the System/Wasteland Journey</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Wasteland_Journey"/>
				<updated>2015-08-24T00:22:33Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: New Route, HD Video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://youtu.be/CW8eHpvIQro Reference Video]&lt;br /&gt;
#Skip the first tunnel by double jumping across platform&lt;br /&gt;
#Get Slingshot&lt;br /&gt;
#Use Zombiebots for speed sliding&lt;br /&gt;
#Turn the vault&lt;br /&gt;
#Quickly grab the Scatter Blaster and run out&lt;br /&gt;
#Go all the way back to the location of the first Grunt in the level&lt;br /&gt;
#*It takes a significant amount of time for the sludge to drain away&lt;br /&gt;
#Jump down unto the bridge&lt;br /&gt;
#(Gate Skip) Jump on to the closed gate at the other end of the room, then jump through it&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/They_Live</id>
		<title>Metal Arms: Glitch in the System/They Live</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/They_Live"/>
				<updated>2015-08-24T00:01:00Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: New Route, HD Video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://youtu.be/sLpHuaicR9Q Reference Video]&lt;br /&gt;
&lt;br /&gt;
#Skip the Scatter Blaster; You can can get it in next level without wasting time&lt;br /&gt;
#Grab Scope (you can choose to skip this if you don't plan on taking the safe route for sniper's layer)&lt;br /&gt;
#After coming out of the tunnel, follow the path along to the right&lt;br /&gt;
#Kill the Grunt that is in a tower on your right, in the middle of the sludge&lt;br /&gt;
#*This Grunt drops a Rivet Gun&lt;br /&gt;
#Jump into the tower the Grunt was in, collect the Rivet Gun, and double jump straight off the back to land on an invisible ledge on the far bank&lt;br /&gt;
#Water/Fence Skip&lt;br /&gt;
#*If you have low health, shoot the green Grunt on the far bank if you don't want it shooting at you&lt;br /&gt;
#*Switch to the SPEW (Other guns may work, but most of them do not) in order to ignore the DoT effect of the sludge&lt;br /&gt;
#*Jump over the fence, and into the sludge&lt;br /&gt;
#*Make your way up the wall on the left using various edges&lt;br /&gt;
#Continue towards the exit&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer</id>
		<title>Metal Arms: Glitch in the System/Mozer, Schmozer</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer"/>
				<updated>2015-08-23T23:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route (All Difficulties)==&lt;br /&gt;
[https://youtu.be/H-TJMyECMqE Reference Video]&lt;br /&gt;
&lt;br /&gt;
This run makes use of a few convenient ledges to skip over top of the normal path through the level. The hardest part about it is working around the 2 second cooldown time between jumps.&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer</id>
		<title>Metal Arms: Glitch in the System/Mozer, Schmozer</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer"/>
				<updated>2015-08-23T23:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route (All Difficulties)==&lt;br /&gt;
[https://youtu.be/H-TJMyECMqE Reference Video]&lt;br /&gt;
This run makes use of a few convenient ledges to skip over top of the normal path through the level. The hardest part about it is working around the 2 second cooldown time between jumps.&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer</id>
		<title>Metal Arms: Glitch in the System/Mozer, Schmozer</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer"/>
				<updated>2015-08-23T23:01:34Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: New HD Video with faster route&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route (All Difficulties)==&lt;br /&gt;
[https://youtu.be/H-TJMyECMqE Reference Video]&lt;br /&gt;
#This run makes use of a few convenient ledges to skip over top of the normal path through the level. The hardest part about it is working around the 2 second time cooldown time between jumps.&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines</id>
		<title>Metal Arms: Glitch in the System/Seal the Mines</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines"/>
				<updated>2015-08-11T23:29:19Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Added version differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route== &lt;br /&gt;
[https://youtu.be/iR3BJr4s0N4 Reference Video]&lt;br /&gt;
#Move straight to the exit in the first room&lt;br /&gt;
#Jump into the loader, turn left, and enter the next opening on your left&lt;br /&gt;
#Move up the ramp, go over the bridge with the loader as far as possible, and jump before it falls off&lt;br /&gt;
#*Notice how the fans only hold up the loader if they are actually over the ground and not air. It's slightly faster to go across the bridge sideways, but it's also harder to do.&lt;br /&gt;
#Skip the Barter Droids and exit the room by jumping into a tunnel to your left &lt;br /&gt;
#Exit the tunnel&lt;br /&gt;
#As you jump down to the platform on the right, drop a coring charge on the generator below&lt;br /&gt;
#Once you see the &amp;quot;Checkpoint&amp;quot; indicator come up, you can safely jump through the opening into the grinder&lt;br /&gt;
#Go straight across the next room and get the Det Packs in the supply crate&lt;br /&gt;
#*Note that it may be easier to come at the supply crate from a slightly different angle, so that it's easier to drop down inside&lt;br /&gt;
#Enter the lift&lt;br /&gt;
#*The lift entrance and exit are on the same side&lt;br /&gt;
#The first Det Pack goes on the far side of the machine from where you enter&lt;br /&gt;
#From there, work your way clockwise around the processing machine&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===Grinder Room===&lt;br /&gt;
*GC: The generator can be destroyed with 1 coring charge&lt;br /&gt;
*PS2: The generator requires 1 coring charge, and ~5 SPEW rounds&lt;br /&gt;
&lt;br /&gt;
==Level Notes==&lt;br /&gt;
Total Washers: 115&lt;br /&gt;
* 20 from the golden washer behind where you spawn&lt;br /&gt;
* 20 from the golden washer in the crate to your right after exiting the first room&lt;br /&gt;
* 20 from the golden washer in the crate with the rivet gun&lt;br /&gt;
* 10 from the mil grunts in the ore crushing room&lt;br /&gt;
* 30 from the mil grunts in the ingot room&lt;br /&gt;
* 15 from the mil grunts in the processing room&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-11T23:24:58Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Updated version differences, and made them their own separate section of the wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
The GC version allows you to skip all cutscenes *only* if you are replaying a level.&lt;br /&gt;
&lt;br /&gt;
The PS2 (and xbox?) version allows you to skip all cutscenes.&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Version Differences=&lt;br /&gt;
The PS2 version (xbox needs testing) lets you skip most cutscenes, while the GC version only lets you skip some of them. This saves a vast amount of time on the PS2 version (~30 minutes? needs confirmation).&lt;br /&gt;
&lt;br /&gt;
Coring charges are slightly (25%?) weaker in the PS2 version. A prime example of this playing out is that in Hero Training it takes two coring charges to free the trapped miners in the PS2 version, while the GC version only needs one.&lt;br /&gt;
&lt;br /&gt;
The PS2 version also appears to have a slightly more accurate physics simulation. This is noticeable in a number of things:&lt;br /&gt;
* Coring charges are more likely to destroy Grunts than damage them&lt;br /&gt;
* Tanks are much harder to climb walls with&lt;br /&gt;
&lt;br /&gt;
The PS2 version loads levels much faster than the GC version.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hero_Training</id>
		<title>Metal Arms: Glitch in the System/Hero Training</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hero_Training"/>
				<updated>2015-08-11T23:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Added version difference between ps2 and gc version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=uIBI5PDXAVw&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ&amp;amp;index=2 Reference Video]&lt;br /&gt;
#Can't skip anything until the mils come up the elevator&lt;br /&gt;
#Get body shots on all the mils&lt;br /&gt;
#In the bridge room, fire at the lower bridge while walking across the upper, and finish shooting it next to the door&lt;br /&gt;
#In the last room, you can skip the zipline tutorial by cutting close to the fence&lt;br /&gt;
#Speed slide across the lava and jump up to the end-of-level ledge and walk out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Washers: 55&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
In the room with the trapped miners, the GC version only requires 1 coring charge to rescue the miners, while the PS2 version requires 2 charges&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-10T19:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Added version differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
The PS2 version (xbox needs testing) lets you skip all cutscenes, while the GC version only lets you skip some of them. This saves a vast amount of time on the PS2 version (~30 minutes? needs confirmation).&lt;br /&gt;
&lt;br /&gt;
The PS2 version also appears to have a slightly more accurate physics simulation. This is most noticeable when trying to force tanks to crawl up a wall.&lt;br /&gt;
&lt;br /&gt;
Hardware differences are expected to reduce lag in some areas on the PS2 and Xbox versions, as compared to the GC version.&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
The GC version allows you to skip all cutscenes *only* if you are replaying a level.&lt;br /&gt;
&lt;br /&gt;
The PS2 (and xbox?) version allows you to skip all cutscenes.&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-10T01:21:07Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Camera Clipping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
While there are no known differences from GC, PS2, or XBOX. Certain areas will be less laggy, as well as have different loading times, because of the differences in hardware. '''This needs testing'''&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2015-08-10T01:20:10Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Glitches/Techniques */ Added Camera Clipping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
While there are no known differences from GC, PS2, or XBOX. Certain areas will be less laggy, as well as have different loading times, because of the differences in hardware. '''This needs testing'''&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
===Camera Clipping===&lt;br /&gt;
Only known use so far: Level 4: Clean Up&lt;br /&gt;
This trick allows Glitch to slide through wall boundaries by forcing the camera behind the boundary, and then moving Glitch in after. So far, the only way we know of to force the camera through a boundary is to put Glitch in between two objects that are close enough together that he cannot walk through them, and spin the camera. If you start seeing black, you are doing it correctly.&lt;br /&gt;
The reason for this working may also have to do with why Scope Loading works, and why the game sometimes resets if too much is loaded on the screen at once.&lt;br /&gt;
&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
[https://www.youtube.com/watch?v=zML93rezutA&amp;amp;list=UUvwRd2KKX1w10bDuMRu2KvQ Video]&lt;br /&gt;
Recently, there is a way found to get underneath the water in this level. Therefore, this trick is now in use.&lt;br /&gt;
At the beginning of the level 'I, Predator' you can quickly get on top of the elevator and perform a few jumps which lets you get on top of the building, and easily get out of bounds. from there you can travel to the location in the video and perform the next trick. Note: It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch.&lt;br /&gt;
==Unused==&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[http://www.speedrun.com/Metal_Arms_Glitch_in_the_System#Any%_Easy LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Clean_Up</id>
		<title>Metal Arms: Glitch in the System/Clean Up</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Clean_Up"/>
				<updated>2015-08-10T01:11:47Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Updated to HD video with new route&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://youtu.be/4UWXxTPFbSE Reference Video]&lt;br /&gt;
#Clear first wave of the first area with spew (Manage your ammo)&lt;br /&gt;
#* There are 6 grunts in this wave&lt;br /&gt;
#Get Cleaner by going to the far end of the first area in a hole in the wall; requires jumping on two jump pads to get there.&lt;br /&gt;
#Clear Second wave of the first area with spew (Manage your ammo)&lt;br /&gt;
#* There are 7(maybe?) grunts in this wave&lt;br /&gt;
#Run to the bot that will give you the Det Pack&lt;br /&gt;
#Attach the Det Pack in the tunnel, and run out&lt;br /&gt;
#Behind the tunnel entrance, jump up on a small building, and camera glitch through the wall on the left side&lt;br /&gt;
#* This glitch saves 4 seconds if it works on the first try, 2 seconds on the second try, and no time save by the third try &lt;br /&gt;
#Exiting the tunnel in the second area, turn around, jump on the Launch Pad, and acquire the Rocket Launcher&lt;br /&gt;
#Destroy the grunt in the Loader (2.5 clips of spew ammo is likely the easiest way)&lt;br /&gt;
#Use Loader to clear the rest of the wave&lt;br /&gt;
#* There are 12(maybe?) grunts in this wave&lt;br /&gt;
#Clear the second wave of Area 2( camp the mils that drop down from the garage)&lt;br /&gt;
#Get Battery&lt;br /&gt;
#Snipe the next Loader with the rocket launcher from the end of the tunnel (just one shot, finish it off with the spew if you don't insta-kill)&lt;br /&gt;
#Use loader to clear the rest of the wave&lt;br /&gt;
#Clear Wave 2 of the last Area&lt;br /&gt;
#Use the Shield and (Double Ammo item?) for the boss fight. Use Rocket launcher (Perfect fight is 4 shots)&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Wasteland_Thunder</id>
		<title>Metal Arms: Glitch in the System/Wasteland Thunder</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Wasteland_Thunder"/>
				<updated>2015-08-09T21:23:50Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Updated to HD video with slightly (3s) faster route&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route==&lt;br /&gt;
[https://youtu.be/BGUTt7Df19M Reference Video]&lt;br /&gt;
#Get Used to the controls&lt;br /&gt;
#Take every shortcut&lt;br /&gt;
#Stay on right side of narrow junk canyons to avoid colliding with mil vehicles&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines</id>
		<title>Metal Arms: Glitch in the System/Seal the Mines</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines"/>
				<updated>2015-08-07T04:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Slightly updated route, and new reference video added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route== &lt;br /&gt;
[https://youtu.be/iR3BJr4s0N4 Reference Video]&lt;br /&gt;
#Move straight to the exit in the first room&lt;br /&gt;
#Jump into the loader, turn left, and enter the next opening on your left&lt;br /&gt;
#Move up the ramp, go over the bridge with the loader as far as possible, and jump before it falls off&lt;br /&gt;
#*Notice how the fans only hold up the loader if they are actually over the ground and not air. It's slightly faster to go across the bridge sideways, but it's also harder to do.&lt;br /&gt;
#Skip the Barter Droids and exit the room by jumping into a tunnel to your left &lt;br /&gt;
#Exit the tunnel&lt;br /&gt;
#As you jump down to the platform on the right, drop a coring charge on the generator below&lt;br /&gt;
#Once you see the &amp;quot;Checkpoint&amp;quot; indicator come up, you can safely jump through the opening into the grinder&lt;br /&gt;
#Go straight across the next room and get the Det Packs in the supply crate&lt;br /&gt;
#*Note that it may be easier to come at the supply crate from a slightly different angle, so that it's easier to drop down inside&lt;br /&gt;
#Enter the lift&lt;br /&gt;
#*The lift entrance and exit are on the same side&lt;br /&gt;
#The first Det Pack goes on the far side of the machine from where you enter&lt;br /&gt;
#From there, work your way clockwise around the processing machine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Notes==&lt;br /&gt;
Total Washers: 115&lt;br /&gt;
* 20 from the golden washer behind where you spawn&lt;br /&gt;
* 20 from the golden washer in the crate to your right after exiting the first room&lt;br /&gt;
* 20 from the golden washer in the crate with the rivet gun&lt;br /&gt;
* 10 from the mil grunts in the ore crushing room&lt;br /&gt;
* 30 from the mil grunts in the ingot room&lt;br /&gt;
* 15 from the mil grunts in the processing room&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Do_Ore_Die</id>
		<title>Metal Arms: Glitch in the System/Do Ore Die</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Do_Ore_Die"/>
				<updated>2015-08-07T04:24:14Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Updated Route and Reference Video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route==&lt;br /&gt;
[https://youtu.be/FOLy8wX2NZg Reference Video]&lt;br /&gt;
# Skip the Ripper, and move straight left&lt;br /&gt;
# Climb up the wall to jump on to the pipe&lt;br /&gt;
# Jump at the barred window, and throw a grenade as you get there&lt;br /&gt;
# Pick up the battery&lt;br /&gt;
# Turn right down the tunnel, grab the SPEW, turn left to the barred exit&lt;br /&gt;
# Shoot out the bars and kill all bots in the room&lt;br /&gt;
#* There are 4 grunts on the top level, typically one to your right and 3 on the far side&lt;br /&gt;
#* There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long&lt;br /&gt;
#* The last bot killed drops a chip&lt;br /&gt;
#* One of the bots is guaranteed to drop energy&lt;br /&gt;
# Enter the control room, and use the chip&lt;br /&gt;
# As the Mil bot:&lt;br /&gt;
##Double jump backwards onto the assembler&lt;br /&gt;
##Double jump onto the platform&lt;br /&gt;
##Move left slightly and double jump to the next platform&lt;br /&gt;
##Shoot out the glass barriers&lt;br /&gt;
##Walk the Mil into the electrical field&lt;br /&gt;
# The door doesn't open until the alarm sounds 12 times, so use this time to stock up on coring charges and energy (if needed)&lt;br /&gt;
# Move through the hallway, and toss a grenade on the grunts coming down the lift to remove dps&lt;br /&gt;
#* The blue grunt drops energy if you need another one&lt;br /&gt;
# Go up the lift and hit the switch on the far right end of the platform&lt;br /&gt;
#* The lift won't move for a set time, and it only acknowledges your presence on contact, or by moving through the center&lt;br /&gt;
#* If you are able to move off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds.&lt;br /&gt;
# Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left. &lt;br /&gt;
# The exit is right behind the central pillar&lt;br /&gt;
&lt;br /&gt;
===Level Notes===&lt;br /&gt;
Total Washers: 110&lt;br /&gt;
* 20 from the mil grunts in the chip room&lt;br /&gt;
* 35 from the mil grunts and mil spinner in the containment room&lt;br /&gt;
* 30 from the mil grunts and spinner in the post-containment hallway&lt;br /&gt;
* 25 from the mil grunts in the ore processing room&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/General_Corrosive</id>
		<title>Metal Arms: Glitch in the System/General Corrosive</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/General_Corrosive"/>
				<updated>2015-07-30T18:13:48Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Any% Easy Route=&lt;br /&gt;
[https://www.youtube.com/watch?v=jixfxdqBSPo&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ&amp;amp;index=41 Reference Video]&lt;br /&gt;
&lt;br /&gt;
*This level is very RNG based and unfortunately is the second to last level :(&lt;br /&gt;
*3 of the chips are in corners while the last one is somewhere in the middle&lt;br /&gt;
*The barter droids sell a chip for 150 washers, but the length of time it takes to reach them makes it faster to simply collect the chips in the boxes&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/The_Zombiebot_King</id>
		<title>Metal Arms: Glitch in the System/The Zombiebot King</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/The_Zombiebot_King"/>
				<updated>2015-07-30T17:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=zJ8_ttySrWw&amp;amp;index=10&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ Reference Video]&lt;br /&gt;
#Use Scatter Blaster for first hit (Throw or use slingshot for coring charge depending on your preference)&lt;br /&gt;
#Pick up Rivet gun by the furthest wall&lt;br /&gt;
#Use combinations of rivet and scatter ammo of needed.&lt;br /&gt;
#It is typically a good idea to open the grate with the mega energy during or after the 3rd hit&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*This boss takes 5 hits from coring charges to take down.&lt;br /&gt;
*It takes the boss 3 seconds to recover from a coring charge hit&lt;br /&gt;
*Rocket Launcher ammo is behind your spawn. SPEW, Rivet, and Scatterblaster ammo are along the far wall.&lt;br /&gt;
*The first grate on your left contains a Fleet Foot booster, which makes this boss a lot easier to manage.&lt;br /&gt;
*All Items on this map will respawn (Health takes longer to respawn)&lt;br /&gt;
*Using Scatter Blaster on small Zombiebots is recommended&lt;br /&gt;
*Using Rivet Gun on the King is Recommended&lt;br /&gt;
*One Zombiebot comes out after the 3rd hit&lt;br /&gt;
*Two more Zombiebots come out after the 4th hit&lt;br /&gt;
*After defeating the boss, Mozer gives you the level 2 rivet gun.&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-10-31T15:22:09Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Tether Voiding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
While there are no known differences from GC, PS2, or XBOX. Certain areas will be less laggy, as well as have different loading times, because of the differences in hardware. '''This needs testing'''&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. Testing has shown that, even in pieces, Glitch will still die if his head falls into a death zone.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-10-31T15:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
While there are no known differences from GC, PS2, or XBOX. Certain areas will be less laggy, as well as have different loading times, because of the differences in hardware. '''This needs testing'''&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-15T17:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Cutscene Physics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that gives you just enough time to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-15T17:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Glitches/Techniques */ added cutscene physics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Cutscene Physics===&lt;br /&gt;
Cutscenes work a bit differently in this game than in many others. All cutscenes besides the intro and exit of the game itself are done in-engine in real time. This means that physics will still apply to objects that aren't being directly controlled by the cutscene. This can be used to move Glitch while the cutscene is playing: for example in Do Ore Die, there is a brief gap between when you hit a button and when a scene plays that you are able to jump off a platform; while the scene plays out, Glitch keeps moving to the bottom of the room, and this saves a couple seconds on the run time.&lt;br /&gt;
&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-11T19:51:30Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Tank Lifting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
===Tank Climbing===&lt;br /&gt;
You can use a tank to access heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-11T19:50:31Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Scope Lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
===Tank Lifting===&lt;br /&gt;
You can use a tank to reach heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Loading===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas, resulting in a reset back to your last checkpoint. This can be prevented by using your scope when crossing these areas.&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/You_Know_the_Drill</id>
		<title>Metal Arms: Glitch in the System/You Know the Drill</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/You_Know_the_Drill"/>
				<updated>2014-07-11T19:39:41Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=OWlb4mpxzwU&amp;amp;index=17&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ Reference Video]&lt;br /&gt;
#Equip Rocket Launcher&lt;br /&gt;
#Run past mils&lt;br /&gt;
#Destroy Turret with rockets (Health will be there when you come back)&lt;br /&gt;
#Get in loader to the other door (Titan is near)&lt;br /&gt;
#Go inside and kill the laser mil for a chip&lt;br /&gt;
#Go back to the locked door (pick up the health that dropped from the turret)&lt;br /&gt;
#Pick up health in the box right passed the door&lt;br /&gt;
#Run towards the north side of the room with giant drill bits.&lt;br /&gt;
#Jump up onto the furthest drill bit and onto the ledge that leads to the room prior to the elevator&lt;br /&gt;
#grab any energy if needed&lt;br /&gt;
#Shoot a rocket into the elevator right as it opens.&lt;br /&gt;
#preform a ramp jump off the side of the box closest to the catwalk. the one on the left side (don't worry about blowing up the box. The ramp will still be there)&lt;br /&gt;
#This will let you get up on the outer ring of the area&lt;br /&gt;
#keep going and drop down into the next room&lt;br /&gt;
#exit the level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
According to the [[Metal_Arms:_Glitch_in_the_System/Weapons#Level_17_-_You_Know_The_Drill|shop prices list]] You now have the option to buy either the Level 3 Rivet Gun, or the Level 3 Rocket Launcher. While the Rocket Launcher is marginally more useful for this level, the Ripper is almost a necessity for the next level, as it can kill/disable Predators much easier. As a secondary upgrade, it is preferable to choose the Level 2 SPEW(if you didn't already pick it up in &amp;quot;Infiltrate the Compound&amp;quot;) or the Level 2 Control Tether. On top of the previous choices, you also should acquire the Level 2 Arm Servo Upgrade. Total Washer Cost: 400w - 475w&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/You_Know_the_Drill</id>
		<title>Metal Arms: Glitch in the System/You Know the Drill</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/You_Know_the_Drill"/>
				<updated>2014-07-11T19:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=OWlb4mpxzwU&amp;amp;index=17&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ Reference Video]&lt;br /&gt;
#Equip Rocket Launcher&lt;br /&gt;
#Run passed mils&lt;br /&gt;
#Destroy Turret with rockets (Health will be there when you come back)&lt;br /&gt;
#Get in loader to the other door (Titan is near)&lt;br /&gt;
#Go inside and kill the laser mil for a chip&lt;br /&gt;
#Go back to the locked door (pick up the health that dropped from the turret)&lt;br /&gt;
#Pick up health in the box right passed the door&lt;br /&gt;
#Run towards the north side of the room with giant drill bits.&lt;br /&gt;
#Jump up onto the furthest drill bit and onto the ledge that leads to the room prior to the elevator&lt;br /&gt;
#grab any energy if needed&lt;br /&gt;
#Shoot a rocket into the elevator right as it opens.&lt;br /&gt;
#preform a ramp jump off the side of the box closest to the catwalk. the one on the left side (don't worry about blowing up the box. The ramp will still be there)&lt;br /&gt;
#This will let you get up on the outer ring of the area&lt;br /&gt;
#keep going and drop down into the next room&lt;br /&gt;
#exit the level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
According to the [[Metal_Arms:_Glitch_in_the_System/Weapons#Level_17_-_You_Know_The_Drill|shop prices list]] You now have the option to buy either the Level 3 Rivet Gun, or the Level 3 Rocket Launcher. While the Rocket Launcher is marginally more useful for this level, the Ripper is almost a necessity for the next level, as it can kill/disable Predators much easier. As a secondary upgrade, it is preferable to choose the Level 2 SPEW(if you didn't already pick it up in &amp;quot;Infiltrate the Compound&amp;quot;) or the Level 2 Control Tether. On top of the previous choices, you also should acquire the Level 2 Arm Servo Upgrade. Total Washer Cost: 400w - 475w&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Into_the_Trenches</id>
		<title>Metal Arms: Glitch in the System/Into the Trenches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Into_the_Trenches"/>
				<updated>2014-07-11T19:19:36Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Any% Easy Route */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=Xu8dy6ie9BI&amp;amp;index=10&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ Reference Video]&lt;br /&gt;
#Get coring charges by secret chip&lt;br /&gt;
#Use zip line and jump off to the left behind the rock&lt;br /&gt;
#Get EMP behind rock	&lt;br /&gt;
#Get the level 2 Rocket Launcher upgrade in the trench&lt;br /&gt;
#Use the rocks to jump out of trench early (If they were blown up, exit the trench normally.)&lt;br /&gt;
#Run past Titan and enter the first security hall&lt;br /&gt;
#Use Rivet Gun to blow up all security turrets&lt;br /&gt;
#Near the elevator, a mil bot has energy if destroyed. Grab this if needed&lt;br /&gt;
#Ignore the alarm bots&lt;br /&gt;
#Without letting the Titan see you, go right until you come to the wall that requires a detpack&lt;br /&gt;
#Perform a Ramp Jump to reach the top of the rock next to the wall&lt;br /&gt;
#Use EMP on the next titan if he sees you.&lt;br /&gt;
#Get Mega energy on top of the sniper tower if needed.&lt;br /&gt;
#Continue through the next security halls.&lt;br /&gt;
#Grab energy in the tunnel curve if needed&lt;br /&gt;
#Once outside the last hall the last mil you see is carrying two energies&lt;br /&gt;
#Perform the last area skip&lt;br /&gt;
#Exit through the tunnel&lt;br /&gt;
&lt;br /&gt;
==Any% Normal Route==&lt;br /&gt;
[http://www.youtube.com/watch?v=0SCXUB09too Reference Video]&lt;br /&gt;
===Points of Interest===&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=0m18s 0:18] Grab the EMP for potential use in the second area of the level. Sometimes a run can be done without it, but most of the time that also means you have to use checkpoint health (see main page for checkpoint health).&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=0m47s 0:47] If you are able to approach the Titan fast enough, he won't shoot at you until you are past&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m01s 1:01] The mil on the far side will always drop health&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m23s 1:23] The mil on the right will always drop health&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m34s 1:34] The mil in the trench may not be a necessary kill, but the one of the left most certainly is; otherwise, you take too much damage getting behind the tower&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m49s 1:49] This mil is killed to reduce incoming damage&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m53s 1:53] This jump makes use of the ramp-jump technique and has to be extremely accurate&lt;br /&gt;
#* The upside of jumping over the wall instead of blowing it up is that it's faster and doesn't trigger the checkpoint, so 3/4 of the units on the other side will fail to spawn&lt;br /&gt;
#* The downside of jumping over the wall here is that you don't trigger the checkpoint, and the Titan is not one of the units that fails to spawn; death puts you back at the beginning of the area&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m59s 1:59] This is where the EMP becomes vitally important&lt;br /&gt;
#* Note that my health is so low that I have no chance of getting to the next checkpoint, instead I choose to grab the mega health at the top of the tower before proceeding&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=2m47s 2:47] This mil will always drop 2 health&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=2m53s 2:53] Not all of the mil kills may be necessary, but I prefer to be dodging as few rockets as possible&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=3m03s 3:03] The barrels that I jump onto are explosive, so the jump has to be fast&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer</id>
		<title>Metal Arms: Glitch in the System/Mozer, Schmozer</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Mozer,_Schmozer"/>
				<updated>2014-07-11T19:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route (All Difficulties)==&lt;br /&gt;
[http://www.youtube.com/watch?v=8Dm4iSxblvI Reference Video]&lt;br /&gt;
#This run makes use of a few convenient ledges to skip over top of the normal path through the level. The hardest part about it is remembering that there is a 2 second time buffer on landing, before being allowed to jump again.&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines</id>
		<title>Metal Arms: Glitch in the System/Seal the Mines</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines"/>
				<updated>2014-07-11T19:06:07Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy and Normal Route== &lt;br /&gt;
[http://www.youtube.com/watch?v=gsW4NlPm-cE Reference Video]&lt;br /&gt;
#Move straight to the exit in the first room&lt;br /&gt;
#Jump into the loader, turn left, and enter the next opening on your left&lt;br /&gt;
#Move up the ramp, go over the bridge with the loader as far as possible, and jump before it falls off&lt;br /&gt;
#*Notice how the fans only hold up the loader if they are actually over the ground and not air. It's slightly faster to go across the bridge sideways, but it's also harder to do.&lt;br /&gt;
#Skip the Barter Droids and exit the room by jumping into a tunnel to your left &lt;br /&gt;
#Exit the tunnel, jump down to the platform on your right, and shoot out the generator through the floor&lt;br /&gt;
#If you see the checkpoint text, it's now safe to jump through the opening into the grinder&lt;br /&gt;
#Go straight across the next room and get the Det Packs in the supply crate&lt;br /&gt;
#*Note that it may be easier to come at the supply crate from a slightly different angle, so that it's easier to drop down inside&lt;br /&gt;
#Enter the lift&lt;br /&gt;
#*The lift entrance and exit are on the same side&lt;br /&gt;
#The first Det Pack goes on the far side of the machine from where you enter&lt;br /&gt;
#From there, work your way clockwise around the processing machine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Notes==&lt;br /&gt;
Total Washers: 115&lt;br /&gt;
* 20 from the golden washer behind where you spawn&lt;br /&gt;
* 20 from the golden washer in the crate to your right after exiting the first room&lt;br /&gt;
* 20 from the golden washer in the crate with the rivet gun&lt;br /&gt;
* 10 from the mil grunts in the ore crushing room&lt;br /&gt;
* 30 from the mil grunts in the ingot room&lt;br /&gt;
* 15 from the mil grunts in the processing room&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines</id>
		<title>Metal Arms: Glitch in the System/Seal the Mines</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines"/>
				<updated>2014-07-11T19:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy and Normal Route== &lt;br /&gt;
[http://www.youtube.com/watch?v=gsW4NlPm-cE Reference Video]&lt;br /&gt;
#Move straight to the exit in the first room&lt;br /&gt;
#Jump into the loader, turn left, and enter the next opening on your left&lt;br /&gt;
#Move up the ramp, go over the bridge with the loader as far as possible, and jump before it falls off&lt;br /&gt;
#*Notice how the fans only hold up the loader if they are actually over the ground and not air. It's slightly faster to go across the bridge sideways, but it's also harder to do.&lt;br /&gt;
#Skip the Barter Droids and exit the room by jumping into a tunnel to your left &lt;br /&gt;
#Exit the tunnel, jump down to the platform on your right, and shoot out the generator through the floor&lt;br /&gt;
#If you see the checkpoint text, it's now safe to jump through the opening into the grinder&lt;br /&gt;
#Go straight across the next room and get the Det Packs in the supply crate&lt;br /&gt;
#*Note that it may be easier to come at the supply crate from a slightly different angle, so that it's easier to drop down inside&lt;br /&gt;
#Enter the lift&lt;br /&gt;
#*The lift entrance and exit are on the same side&lt;br /&gt;
#The first Det Pack goes on the far side of the machine from where you enter&lt;br /&gt;
#From there, work your way clockwise around the processing machine&lt;br /&gt;
&lt;br /&gt;
==Level Notes==&lt;br /&gt;
Total Washers: 115&lt;br /&gt;
* 20 from the golden washer behind where you spawn&lt;br /&gt;
* 20 from the golden washer in the crate to your right after exiting the first room&lt;br /&gt;
* 20 from the golden washer in the crate with the rivet gun&lt;br /&gt;
* 10 from the mil grunts in the ore crushing room&lt;br /&gt;
* 30 from the mil grunts in the ingot room&lt;br /&gt;
* 15 from the mil grunts in the processing room&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines</id>
		<title>Metal Arms: Glitch in the System/Seal the Mines</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Seal_the_Mines"/>
				<updated>2014-07-11T19:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Easy and Normal Route== &lt;br /&gt;
[http://www.youtube.com/watch?v=gsW4NlPm-cE Reference Video]&lt;br /&gt;
#Move straight to the exit in the first room&lt;br /&gt;
#Jump into the loader, turn left, and enter the next opening on your left&lt;br /&gt;
#Move up the ramp, go over the bridge with the loader as far as possible, and jump before it falls off&lt;br /&gt;
#*Notice how the fans only hold up the loader if they are actually over the ground and not air. It's slightly faster to go across the bridge sideways, but it's also harder to do.&lt;br /&gt;
#Skip the Barter Droids and exit the room by jumping into a tunnel to your left &lt;br /&gt;
#Exit the tunnel, jump down to the platform on your right, and shoot out the generator through the floor&lt;br /&gt;
#If you see the checkpoint text, it's now safe to jump through the opening into the grinder&lt;br /&gt;
#Go straight across the next room and get the Det Packs in the supply crate&lt;br /&gt;
#*Note that it may be easier to come at the supply crate from a slightly different angle, so that it's easier to drop down inside&lt;br /&gt;
#Enter the lift&lt;br /&gt;
#*The lift entrance and exit are on the same side&lt;br /&gt;
#The first Det Pack goes on the far side of the machine from where you enter&lt;br /&gt;
#From there, work your way clockwise around the processing machine&lt;br /&gt;
&lt;br /&gt;
===Level Notes===&lt;br /&gt;
Total Washers: 115&lt;br /&gt;
* 20 from the golden washer behind where you spawn&lt;br /&gt;
* 20 from the golden washer in the crate to your right after exiting the first room&lt;br /&gt;
* 20 from the golden washer in the crate with the rivet gun&lt;br /&gt;
* 10 from the mil grunts in the ore crushing room&lt;br /&gt;
* 30 from the mil grunts in the ingot room&lt;br /&gt;
* 15 from the mil grunts in the processing room&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hero_Training</id>
		<title>Metal Arms: Glitch in the System/Hero Training</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hero_Training"/>
				<updated>2014-07-11T19:03:03Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Since the routes are the same, just keep the fastest one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any% Route==&lt;br /&gt;
[https://www.youtube.com/watch?v=uIBI5PDXAVw&amp;amp;list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ&amp;amp;index=2 Reference Video]&lt;br /&gt;
#Can't skip anything until the mils come up the elevator&lt;br /&gt;
#Get body shots on all the mils&lt;br /&gt;
#In the bridge room, fire at the lower bridge while walking across the upper, and finish shooting it next to the door&lt;br /&gt;
#In the last room, you can skip the zipline tutorial by cutting close to the fence&lt;br /&gt;
#Speed slide across the lava and jump up to the end-of-level ledge and walk out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Washers: 55&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-11T18:58:50Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* LeaderBoards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
===Tank Lifting===&lt;br /&gt;
You can use a tank to reach heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Lock===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas. Resulting in being teleported back to the last checkpoint you were at. This can be prevented by pulling out the scope. For whatever reason, it works this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoard=&lt;br /&gt;
The current leaderboard can be found here:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-11T18:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Pentagonal Box Glitch */ readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
===Tank Lifting===&lt;br /&gt;
You can use a tank to reach heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Lock===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas. Resulting in being teleported back to the last checkpoint you were at. This can be prevented by pulling out the scope. For whatever reason, it works this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of where you land, and other times you may be pushed out of bounds. Using this glitch in the level 'I, Predator' lets you get on top of the building you start in, and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are supposed to be in a predator)and destroy the generator as Glitch. Unfortunately, this is useless because there is no way to get out afterwards. It is also useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoards=&lt;br /&gt;
the leaderboards uses a google spreadsheet to keep track of runs&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-07-11T18:38:02Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Glitches/Techniques */ Please don't put credits in the wiki; that's what the thread is for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Introduction==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Used==&lt;br /&gt;
===Ramp Jump===&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
===Wrench Clipping===&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
===Speed Sliding===&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
===Tank Lifting===&lt;br /&gt;
You can use a tank to reach heights that are not normally reachable. This is most commonly done by grinding a tank against a wall and getting out to jump off the tip before it slides back down.&lt;br /&gt;
&lt;br /&gt;
===Scope Lock===&lt;br /&gt;
While Out of Bounds, the game will sometimes load too many areas. Resulting in being teleported back to the last checkpoint you were at. This can be prevented by pulling out the scope. For whatever reason, it works this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Pentagonal Box Glitch===&lt;br /&gt;
In the Morbot region, there are often pentagonal shaped boxes that act as elevators. Getting on top of one while the box is traveling upwards can result in random effects. Sometimes you will be warped randomly throughout the map without any control of were to be warped to and other times you may be pushed out of bounds. The level 'I predator' is the only level were this could be significantly useful. With this glitch, you are able to get on top of the building you start in and easily get out of bounds. It is even possible to drop down to the large tunnel areas (Were you are suppose to be in a predator)and destroy the generator early. Unfortunately, this is useless because there is no way of getting out. It is also Useless to travel out of bounds throughout most of the map because there are many walls blocking the way.&lt;br /&gt;
&lt;br /&gt;
===Titan Clipping===&lt;br /&gt;
This can only be done in Multiplayer. Have one person get in a tank and the other get in a titan. a few corners in certain maps will actually allow a titan to be clipped out by a tank pushing them. This will not work the same way in Solo mode since there are very few places were this would be useful. Also note that Mils in Tanks can not push you like a player can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Theories==&lt;br /&gt;
===Tether Clipping===&lt;br /&gt;
Since Tethering gives the same animation as using the wrench, it was thought to be possible to clip OoB with a tether as well. This does not work, unfortunately, since you need to be facing the wall from the front rather than the back.&lt;br /&gt;
&lt;br /&gt;
===Tether Voiding===&lt;br /&gt;
It is possible to fall off a ledge while falling apart from tethering. This was thought to be able to get underneath water or passed death zones. Instead, you only fall a certain distance and you will still die from water and death zones.&lt;br /&gt;
&lt;br /&gt;
===Keep the wrench===&lt;br /&gt;
If it was ever possible to keep the wrench for later levels. The game would most likely be considered broken. There is no lead on how to even began with this, however.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube] [http://www.twitch.tv/ed58 Twitch]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;br /&gt;
&lt;br /&gt;
=LeaderBoards=&lt;br /&gt;
the leaderboards uses a google spreadsheet to keep track of runs&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1AaeRcAL_O9_ulwvauWLEknux0m-JupsE4JQ8HfqwTcE/pubhtml LeaderBoards]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-06-03T15:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* How to Run Metal Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
No verified speedrun has been done for this game.&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==STEP 1==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Ramp Jump==&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrench Clipping==&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speed Sliding==&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-06-03T15:00:19Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* STEP 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
No verified speedrun has been done for this game.&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==STEP 1==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread.]&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Ramp Jump==&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrench Clipping==&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speed Sliding==&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-06-03T15:00:05Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* How to Run Metal Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
No verified speedrun has been done for this game.&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==STEP 1==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Ramp Jump==&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrench Clipping==&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speed Sliding==&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-06-03T14:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* How to Run Metal Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
No verified speedrun has been done for this game.&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==STEP 1==&lt;br /&gt;
If you are speedrunning this game, please introduce yourself in [https://forum.speeddemosarchive.com/post/metal_arms_glitch_in_the_system.html this thread].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Ramp Jump==&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrench Clipping==&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speed Sliding==&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-06-03T02:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* How to Run Metal Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
No verified speedrun has been done for this game.&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Ramp Jump==&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrench Clipping==&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speed Sliding==&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System</id>
		<title>Metal Arms: Glitch in the System</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System"/>
				<updated>2014-06-03T02:34:03Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: /* Timing */ added a note about how to skip the first cutscene&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:GameCube]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
No verified speedrun has been done for this game.&lt;br /&gt;
&lt;br /&gt;
=How to Run Metal Arms=&lt;br /&gt;
==Setup==&lt;br /&gt;
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.&lt;br /&gt;
&lt;br /&gt;
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the &amp;quot;Saving Profile&amp;quot; notification.&lt;br /&gt;
&lt;br /&gt;
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.&lt;br /&gt;
&lt;br /&gt;
==Continuity==&lt;br /&gt;
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.&lt;br /&gt;
&lt;br /&gt;
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Checkpoints==&lt;br /&gt;
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.&lt;br /&gt;
&lt;br /&gt;
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.&lt;br /&gt;
&lt;br /&gt;
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.&lt;br /&gt;
&lt;br /&gt;
These points hold true for resetting the level as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Drops==&lt;br /&gt;
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Glitches/Techniques=&lt;br /&gt;
==Ramp Jump==&lt;br /&gt;
You can jump much higher if you jump right after hitting a slope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrench Clipping==&lt;br /&gt;
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Speed Sliding==&lt;br /&gt;
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==General Notes==&lt;br /&gt;
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*20 SPEW Rounds&lt;br /&gt;
*1 direct rocket hit&lt;br /&gt;
*2 indirect rocket hits&lt;br /&gt;
*2 Scatter Blaster hits&lt;br /&gt;
*5 level 1 Rivet rounds OR 3 level 2 rivet rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elite Grunt==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*4(?) Explosive devices (rockets or grenades)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*6 Explosive devices (rockets or grenades)&lt;br /&gt;
*3 Direct Tank shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Generally, these won't attack you unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Can be killed with:&lt;br /&gt;
*3 Explosive devices (rockets or grenades)&lt;br /&gt;
*80(?) Spew Rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speedrunners=&lt;br /&gt;
Riveted: [http://www.youtube.com/riveted321 Youtube] [http://www.twitch.tv/riveted Twitch]&lt;br /&gt;
&lt;br /&gt;
ed58: [http://www.youtube.com/channel/UCvwRd2KKX1w10bDuMRu2KvQ Youtube]&lt;br /&gt;
&lt;br /&gt;
ecna_: [http://www.twitch.tv/ecna_ Twitch]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Infiltrate_the_Compound</id>
		<title>Metal Arms: Glitch in the System/Infiltrate the Compound</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Infiltrate_the_Compound"/>
				<updated>2014-05-28T00:39:13Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Added Reference Video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Any Difficulty=&lt;br /&gt;
Route (Any%) (Time ~2:50) [http://www.youtube.com/watch?v=FWrvt_j2w7w Reference Video]&lt;br /&gt;
#Grab the tank, and kill the 3 mils on your right to mitigate damage [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=0m06s 0:06]&lt;br /&gt;
#Fire a round to get the attention of the patrolling tank, then destroy it as you pass [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=0m22s 0:22]&lt;br /&gt;
#Optional: pick up the Level 2 SPEW upgrade [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=0m36s 0:36]&lt;br /&gt;
#Position the tank vertically between the bunker and right wall, and then jump from the tank onto the top of the right wall [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=0m50s 0:50]&lt;br /&gt;
#*The tank will move slowly back to the left once you relinquish control, and it is impossible to make it to the top if the tank starts leaning left&lt;br /&gt;
#Follow the outside walls of the bunker [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=1m04s 1:04]&lt;br /&gt;
#*Make sure you stay on the left side of this first wall, or the level will reset [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=1m13s 1:13]&lt;br /&gt;
#Once you touch the third wall, you can jump off into the area on the left, and either collect the Rocket Launcher Level 2 EUK, or simply finish the level normally [http://www.youtube.com/watch?v=FWrvt_j2w7w&amp;amp;t=1m32s 1:32]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/I,_Predator</id>
		<title>Metal Arms: Glitch in the System/I, Predator</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/I,_Predator"/>
				<updated>2014-05-27T21:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Created page with &amp;quot;=Easy Difficulty=   =Normal Difficulty=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Easy Difficulty=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Normal Difficulty=&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Into_the_Trenches</id>
		<title>Metal Arms: Glitch in the System/Into the Trenches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Into_the_Trenches"/>
				<updated>2014-05-27T21:09:50Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Normal Difficulty=&lt;br /&gt;
Route (Any %) (Time ~3:42) [http://www.youtube.com/watch?v=0SCXUB09too Reference Video]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=0m18s 0:18] Grab the EMP for potential use in the second area of the level. Sometimes a run can be done without it, but most of the time that also means you have to use checkpoint health (see main page for checkpoint health).&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=0m47s 0:47] If you are able to approach the Titan fast enough, he won't shoot at you until you are past&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m01s 1:01] The mil on the far side will always drop health&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m23s 1:23] The mil on the right will always drop health&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m34s 1:34] The mil in the trench may not be a necessary kill, but the one of the left most certainly is; otherwise, you take too much damage getting behind the tower&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m49s 1:49] This mil is killed to reduce incoming damage&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m53s 1:53] This jump makes use of the ramp-jump technique and has to be extremely accurate&lt;br /&gt;
#* The upside of jumping over the wall instead of blowing it up is that it's faster and doesn't trigger the checkpoint, so 3/4 of the units on the other side will fail to spawn&lt;br /&gt;
#* The downside of jumping over the wall here is that you don't trigger the checkpoint, and the Titan is not one of the units that fails to spawn; death puts you back at the beginning of the area&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=1m59s 1:59] This is where the EMP becomes vitally important&lt;br /&gt;
#* Note that my health is so low that I have no chance of getting to the next checkpoint, instead I choose to grab the mega health at the top of the tower before proceeding&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=2m47s 2:47] This mil will always drop 2 health&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=2m53s 2:53] Not all of the mil kills may be necessary, but I prefer to be dodging as few rockets as possible&lt;br /&gt;
# [http://www.youtube.com/watch?v=0SCXUB09too&amp;amp;t=3m03s 3:03] The barrels that I jump onto are explosive, so the jump has to be fast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Easy Difficulty=&lt;br /&gt;
[https://www.youtube.com/watch?v=Dd4NCpf7SLY No weapon upgrades; last area skip]&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hold_Your_Ground</id>
		<title>Metal Arms: Glitch in the System/Hold Your Ground</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hold_Your_Ground"/>
				<updated>2014-05-27T21:08:08Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are effectively playing first-person tower defense, and if anything gets through you lose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Difficulty==&lt;br /&gt;
Wave 1 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 2 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 3 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easy Difficulty==&lt;br /&gt;
Wave 1 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 2 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 3 Spawn Order:&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hold_Your_Ground</id>
		<title>Metal Arms: Glitch in the System/Hold Your Ground</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metal_Arms:_Glitch_in_the_System/Hold_Your_Ground"/>
				<updated>2014-05-27T21:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;Riveted: Created page with &amp;quot;You are effectively play first-person tower defense, and if anything gets through you lose.  ==Normal Difficulty== Wave 1 Spawn Order:   Wave 2 Spawn Order:   Wave 3 Spawn Ord...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are effectively play first-person tower defense, and if anything gets through you lose.&lt;br /&gt;
&lt;br /&gt;
==Normal Difficulty==&lt;br /&gt;
Wave 1 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 2 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 3 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easy Difficulty==&lt;br /&gt;
Wave 1 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 2 Spawn Order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave 3 Spawn Order:&lt;/div&gt;</summary>
		<author><name>Riveted</name></author>	</entry>

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