Category Archives: gaming

Stuff related to video games.

My LoD-CD broke, but now I’m back in the fray. I can potentially be found from Europe HC Ladder, currently playing few hours a day (usually going online right after midnight). But my motivation is fickle like the spring weather. I may be gone in a few weeks again.

1. CoO glitch FAQ has been uploaded at GameFAQs.
2. I’m year older since last september.
3. New Kotinäky was published on Jamendo.
4. Got an electric guitar. Work on doom metal projects can continue.
5. I began a new Silent Hill 4 speedrun, which strives for perfection, and I utilize the newfound continue abuse movement trick in it. It might take a while ’til it’s finished, since I’m not feeling particularly motivated. I saved before picking up the Doll Key (because saving here allows for a new route with continue movement abuse) with time of 00:20 (2 mins faster than respective savepoint of the other test run.)
6. I’m attempting to TAS Game Boy Colour’s Xena. I’ve found loads of interesting glitches for it. However, like with the above, my motivation is currently on music and not games.

…with the final time of 55:36. As I said earlier, I was aiming for less than two minutes of mistakes. I’m not sure if I succedeed in that goal, though. Some parts could’ve been better (though some parts went really well). 52:XX might be possible if you luck manipulated until your socks fell off.

A playlist of the vids (note: the newest ones are uploaded in a few days)

One thing which inspired me to continue was a new capturing program. It is Virtualdub. I’m still struggling with capturing quality settings, but so far it’s been more reliable than Pinnacle Studios (which I previously used).

A link to the thread which deposits information on any and all glitches I manage to find from this game. Which is a fair amount so far.

EDIT: just to note, you can’t see the thread unless you’ve registered to the forums… and it might not be easy to get an account from there. So never mind this post.

EDIT 2: I’m eventually going to publish a CoO glitch FAQ, so just hang on ’til then.

I’m trying to find more glitches of this game, to help with speedruns and other mess-abouts. The biggest thing I’ve found thus far is the weapon charge trick, with is basically the realization that accumulated charge can be used from any weapon to any weapon. You can speed up high-level charges many seconds with this, by first gathering charge with (f.e.) paper-cutting knife, then switching over to a heavy weapon, keeping the full charge. Most useful on higher difficulties…

I’ve devised some strats for a speedrun, and I’m showcasing them with a test speedrun (easy-mode, new game). I’ve recorded the first half, up to the end of apartment world, and the save time is 00:22. The second half will undoubtetly be more interesting than the first, both because of the more complex item management and the reckless Eileen strategies that are possible on easy-mode. I’ll record that half when I got the energy, maybe in a week or so.

By the way, I earlier mentioned about 3 new kills I am able to reduce from the kill count (for worst possible stars). The method is: you can run through a Toadstool whilst recovering from a hit, meaning that 1 innocent life can be spared at each mandatory Toadstool spot where Eileen is not with you. Unfortunately, if Conquerer’s FAQ is correct, I would have to find 2 kills to prevent in order to ever get a score of 0.8…

So, during my 17 kills run with every other stat at its potential worst (according to Conquerer), I got 1 whole star. This was a lot more than I expected, since according to the calculations, I should’ve gotten only 0.4. In any case, I was not discouraged, and soon found a way to reduce my score even further.

In my earlier post I speculated whether other characters’ kills add to the total Enemies Defeated-count, but I know now they don’t. I was able to kill all the Toadstools at Water Prison II’s sub-levels by pushing Eileen into them, reducing kill count by 7. Now I was the proud owner of a 0.9 star ranking! However, it seems at least one more worst star run is in order, since I found a way to reduce the kill count by 3 more…

On another note, I did a practise speedrun on easy for this game, with the final time of 1:03:05. Not too shabby!

I’ve seen a lot of requesting for 10-stars runs for any of the Silent Hills, but hey, why not for the “worst possible” star runs? According to Conquerer’s Silent Hill 4 FAQ, the star requirement for 0.2 stars would be…

Difficulty: Easy
Play time: Over 11 hours 30 minutes
Saves: 10
Continues: 10
Enemies Defeated: 1 star per 6 enemies
Memos found: 32/52 or less
Ending: doesn’t matter
Freebies: 0.2 stars

*some spoilers follow*
Read More »

Out of the first four undoubtetly the worst. The designing has so many loose ends and rough edges it can’t be anything else but a result of a rushed schedule. They could’ve done more with the concept of a “room”, and from gameplay standpoint, the lack of a 3D-control is very noticeable…

Why am I bringing up something like this right now? I began re-playing the game, assessing challenge run possibilities. I think a no-running, pacifist HARD-mode run would work really fine with this game too, have to keep it in mind for the future. More info on that time.

(I’m reluctant to begin new gaming projects right now thanks to my SH3 run still being in the middle of completion. And there’s no telling when I’ll get back to doing it…)

Diablo II, a game I’ve been playing on and off for SUCH a long time. Recently I picked it up again to finish up some business which still bugged me, such as certain experimental character builds.

My style of playing for this period is quick, fair and detached from material possessions: it is done on Europe HC ladder, magic finding and leveling is kept to a minimum and character deaths (which I actively try to avoid, but you know those wacky PKs) are considered mostly inconsequential, with no useless moping between the characters which are still in assembly line. An efficient approach – and as such I hopefully get this game out of my system again less than a month from now.

In the past I did my share of grinding and trading just to get the right balance of equipment… Read More »

It suddenly dawned upon me that a no-running run of Siren would be so horrible it would drive anyone attempting it into madness.

Sure, there’s no traditional button for controlling running and walking in this game. The closest thing to it is the R2-button, which controls first-person view, during which you can only walk. Manageable, yes, even though a bit cumbersome. The FPV would be an interesting atmospheric trait, though.

The real nightmare begins when you step off the drawing board into the actual game itself. Can’t outrun anything. Absolute stealth would be necessary… and regardless you’d die at a couple of spots during the game, like at Risa’s Day 1 – 22:00 start and possibly during the transition between final bosses, when you are chased with a sword.

Ah, I’ve been caught with walk-run-itis. Maybe I need to process this, see what can be resolved and what not.

EDIT: interestingly, Risa’s D1 22:00 is doable! The door to storage is close enough for you to walk there, and after you get in, you can hide behind the door and ward off Mina this way. Haven’t found a solution for Kyoya’s D3 23:00, though.