Hollow Knight Speedrunning Rules
Game Rules:
Submission Rules
- Single segment video evidence is required.
- Video evidence must show the Title Screen either at the start of the run, or at a timestamp given in the run description. The Title Screen must be clearly visible, with a legible version number. IL runs may omit the timestamp, but must still show the Title Screen.
- Video evidence is expected to be of a watchable quality, without frequent or extensive frame drops.
- Videos should be uploaded to a permanent host site where they are accessible for viewing by anyone with the link, indefinitely. Twitch VODs are not accepted.
- Game audio must be present (sound necessary, music optional) and game sounds should be audible over any background noise (voice, music etc.) at all times. Runs will be rejected at the verifier's discretion if listening clearly to the game sounds requires uncomfortable levels of background noise.
- HUD elements must be clearly visible at all times. This includes the soul meter, masks, and geo and essence counts. Where required for verification, there must be at least one clear frame of the Title Screen where the patch number and modding API text would be seen (visual guide: https://imgur.com/a/XgK6qDJ). Runs will be rejected at the verifier's discretion if significant amounts of the active portion of the game window are covered.
- Use of the load remover integrated into LiveSplit is required for loadless timing. LiveSplit should be clearly visible.
- If loadless time isn't used or is unverifiable, real time will be used instead.
- If a console run is submitted to a PC leaderboard then it will be manually timed to the same start/stop points as the autosplitter.
- Pausing the timer manually is not acceptable and any paused time will be added to your run as a penalty.
- Modifying the game is not allowed, this includes just having the modding API installed.
- The standalone load normaliser used for races is allowed, because it does not require the modding API.
- Milliseconds are only to be included for the Time Without Loads of a run in one of two cases:
- The run's Time Without Loads is under 10 minutes.
- The run is a tied WR.
- Milliseconds should never be included in the Time With Loads.
- Troll submissions are not allowed
Settings Rules
- Using a third-party program to limit framerate is allowed so long as the target framerate is 50fps or above and remains consistent during the run.
- Using in-game Vsync to limit framerate is allowed so long as the target monitor's refresh rate remains consistent during the run.
- Using in-game Frame Rate Cap to limit framerate is allowed so long as the target framerate is 50fps or above and remains consistent during the run. If this option is used in your run then you must have a clearly visible FPS display in your recording.
- Each player input can be mapped to a maximum of one game input. Multiple player inputs can all be mapped to the same game input.
- Inputs cannot be mapped to scroll wheel, nor can digital actions (Jump, Nail, etc) be bound to analog sticks.
- Every game input must be physically performed by an individual runner. For example, placing an object on a key to hold an input down without player interference is banned.
- Macros and turbo functions are not allowed.
- As an exception to the above rules, a macro with the sole function of allowing opposing directional inputs to override one another is allowed. An example script for use can be found in the Resources section.
- Modifying config.ini, registry, or any other external settings is not allowed during a run. Using the in-game menu to adjust settings is allowed.
- Any advantageous behaviour caused by registry data from another patch is not allowed (e.g. wings without the initial dip from 1.0.0.6 being brought over to newer patches).
Gameplay Rules
- Entering menus for the sole purpose of pausing the timer is not allowed.
- Force exiting the game (Alt-F4) is only allowed when game menus are permanently inaccessible.
- Inducing lag with Print Screen, moving the game window or any other method is not allowed.
Retiming
- Infinite Loads into The Hollow Knight will have any time between force quitting the game and re-entering the load removed provided the following conditions hold:
- Health on re-entry is unchanged from the original value.
- Soul on re-entry is unchanged or less than the original value.
- No other objective is completed or benefit is gained, up to the verifier’s discretion. In particular, any difference from initial geo values must also not provide any benefit gained.
- The fight is re-entered quickly. Excessive breaks before returning to the fight risk invalidation.
No Major Glitches Rules:
Any Glitch that is not listed here should be considered banned until you've clarified its status with the mods. Any new glitch discovered should also be considered banned until its status is decided. Please direct any questions to us on the Hollow Knight Speedrun Community Discord: https://discord.gg/3JtHPsBjHD
Allowed Glitches:
- Any glitch that is performed accidentally and provides no benefit to the runner.
- Wallcling storage on patches before 1.3, so long as non-WCS NMG movement through the same space with current items and room state is available to the player.
- If the non-WCS access requires permanent changes: these must be made prior to using WCS. An example would be if the non-WCS access requires breaking a breakable floor.
- If the non-WCS access requires enemies or objects to be in a certain state: they must be in that state or be able to be put in that state without reentering the room.
- Same space is defined topologically, meaning that two paths are in the same space if one can be dragged to the other in space without passing through any platforms or barriers.
- Airwalk obtained from dashing over a seam is allowed provided it meets the same criteria as used above for the wallcling storage rule. Jumping out of the airwalk is never allowed, however accidental uses of it may be allowed at verifier discretion.
- Early control, as long as it does not result in major glitches such as text storage or invisibility. The following means of early control are generally legal:
- Gaining early control by pausing and unpausing, as long as it doesn't result in a major glitch like text storage
- Leaving seer's room early after acquiring Dream Nail (even though this technically results in invisibility behind the white screen)
- Gaining early control by hitting a hazard with inventory open.
- This includes early control at Isma’s Tear via jumping into acid before picking up the item
- Gaining early control by using a hazard to skip roar animations.
- This includes early control at the Soul Master fight via jumping into the spikes on the right side of the room
- Gaining early control by taking damage from an enemy
- This includes early control for the City of Tears fountain cutscene
- This includes skipping boss roars via intentional damage (e.g. on The Hollow Knight, The Collector, etc)
- Note: in many early control states, it is easy to accidentally perform major glitches such as focus storage, certain forms of float, or text storage. It is the runner’s responsibility to ensure this does not happen, and runs which do perform major glitches risk invalidation.
- Inventory storage, in cases where it is clearly accidental and no benefit is gained e.g. when falling into Deepnest near Spore Shroom.
- Gaining early control by pausing and unpausing, as long as it doesn't result in a major glitch like text storage e.g. leaving seer's room early after acquiring Dream Nail.
- White screen glitch, as long as the runner performs a save & quit to fix the glitch without achieving any in-game goals relevant to the category being run.
- Skipping pick-up animations by quitting to the main menu, as long as pausing during the pick-up does not involve the use of a glitch.
- Opening inventory in midair to drop faster and cancel the landing animation.
- Gaining early control by hitting a hazard with inventory open.
- Falling off a ledge shortly after landing on it in order to cancel the landing animation.
- Using Dream Nail to gain early control while collecting the Essence from Dream Warriors.
- Killing Elder Baldurs instantly by hitting them from offscreen.
- Abusing incorrect hazard respawn locations e.g. the hazard warp below the first arena in Queen's Gardens.
- Causing tolls to activate early by looking down, turning around or using focus.
- Gaining early control by taking intentional damage e.g. the Hollow Knight scream skip. Early controls that lead to text storage are banned however.
- Hitting levers, grubs or other interactable objects through walls e.g. the lever skip in the Watcher's Spire.
- Storing Dash Slash casts with inventory.
- Maintaining Fury of the Fallen buff despite not being at 1HP by picking up a charm notch.
- Gaining control during the Dreamgate animation is allowed as long as the Dreamgate animation completes and no other glitches result.
Banned Glitches:
- Any glitch which results in invulnerability.
- Any glitch which results in the character becoming invisible or will result in an invisible character with no additional player input.
- Any glitch which allows the player to get Out of Bounds.
- Any glitch using Main Menu Storage.
- Any glitch which breaks Boss AI such that they are severely limited from moving or attacking.
- Hornet 1 getting stuck in the ground in overworld does not invalidate the run as long as she can still move and attack
- Hornet 2 getting stuck in the ground in overworld does not invalidate the run
- Hornet getting stuck in the ground during pantheon IL invalidates the run if she fails to jump at least 3 times
- Hornet getting stuck in the ground in pantheons is still subject to a 5 seconds penalty, but only if she fails to jump at least 3 times
- Wallcling storage on patches 1.3.1.5 and later.
- Wallcling storage, in any case not explicitly allowed above.
- Wallcling slides (where the knight achieves superslide speed using nail recoil during wallcling storage).
- Unclinged wallcling storage (where the knight collides with a curved surface during WCS, losing the wallcling animation while keeping the ability to continuously dash midair).
- Airwalk obtained from turning around on corners and seams, if performed on purpose or if any benefit is gained from using it.
- Chaining jumps from airwalk, if performed on purpose or if any benefit is gained from using it.
- Seam Jumps (a glitch introduced in the 1.5 version of the game, allowing players to jump off of the seams in vertical walls without Mantis Claw) are banned, except when clearly accidental and of no significant benefit.
- Text Storage (e.g. before Hornet 1).
- Inventory storage, if performed on purpose or if any benefit is gained from using it.
- Float glitch, if performed on purpose or if any benefit is gained from using it.
- Dying with inventory open to regain control.
- Quick Map storage.
- Focus storage.
- Superdash storage.
- Unovercharm glitch.
- Notch duping.
- Item duping.
- Room duping.
- Duping enemy kills with Flukenest.
- Superslides.
- Thorn warps.
- Hazard warps achieved by gaining early control on a room transition.
- Televator.
- Maintaining Fury of the Fallen buff despite not being at 1HP by leaving a dream at 1HP with Dreamgate.