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Category Archives: Speedrunning

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).

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!

So, another patch is finished. Let’s look into statistics and other odds & ends and revel in the filthy, victorious feeling a bit longer.

Longest run: the very first level of the game in which you can die, Mission 2 of it that is, taking over 47 seconds.

Shortest run: Yorito’s third-to-last level, “Joint Struggle”. About 2 seconds as a whole.

Character dying the most amount of times: Mamoru, 8 times. Not only he dies in each of his own levels, he gets to be guest killed at one of Yorito’s and Ikuko’s levels! Oh, and if you want to count it, he dies one additional time at pt. 3 because of a run attempt I re-did at pt. 4, and also because there’s two versions of his death in the hands of Yorito in the same vid.

Character dying the least amount of times: a tie between Kanae and Ikuko, both dying only once. Oh, and Ichifuji.

My favorite run: may be Yorito’s first level. It was one of the first ones I did, and I was so pleasantly surprised at the solution I wanted to try out the rest of the levels afterwards. Yorito’s second level is also fun thanks to the “nipple torture” and slight OOB moment!

Least favorite run: probably Mamoru’s second level (I dislike the ambience in general there), or pretty much any level in which I had to manipulate strangling and nothing too interesting could be achieved. (if only this game didn’t have such durable sidekicks…!)

Cheers.

It is Shinryuu’s (& co.’s) brand new Mega Man 2 TAS. Absolute care for detail, some very artistic/scientific glitch trickery. A roller coaster of unexpected twists and turns!

http://tasvideos.org/1242M.html

A close contender for the best is Deign’s Mega Man 1 TAS, because it’s even more glitched. So gracefully mind bending…

Has this been a good month!

+ first of all, a new, earlier swimming glitch location will save us 10 minutes bare minimum from BP games.
+ a 2-minute skip was realized at the Sacrifice to the Fates
+ other small skips (by GMG and others too), and then…
+ this. Just take a look and tell me if that’s not broken.

It is here:

http://speeddemosarchive.com/GrandTheftAutoSA.html

CannibalK9’s GTA: San Andreas speedrun. Such obsessive care for detail it makes me slightly ashamed of my own speedrunning efforts. Not to mention the audio commentary is useful. One thing that tempts me to do a long speedrun of some game some day is that I’d have an excuse to do an own audio commentary! Ah, a man can dream.

Anyway, an inspiring watch, and very clever all over with unexpected routes and vehicle choices. With long segments and many strokes of luck you’ll be left scratching your head wondering just how does the author manage to get his dice land so perfectly.

The weapon sub-weapon switching, a.k.a. cyclecancelling, can be used for so many purposes…

+ high jump
+ breaking out of stone instantly
+ cancelling special moves into something else
+ screwing up QTE’s
+ screwing up insta-death triggers (still under experiment)

There’s still a whole realm of new stuff to try out.

+ changed layout to using plus-signs because it gives a more positive impression!

+ Finished Siren 2 HARD Time Trial mode! You will not have to beat Ichifuji’s secret level in order to get the bonus video, thus no video of it is included… Some of the runs could be improved, but right now I’m just happy I got this over with.

+ by accident found a glitched item from Kanae’s stage. Made a video of it too. EDIT: and of a behaviour glitch at Akiko’s second level.

+ I’m feeling tempted to do a God of War speedrun. Also, after I finish the glitch FAQ for good I will probably move on to do a God of War II glitch FAQ.