Gorem2k is on fire recently as he managed to beat the 3 year old Xbox 360 5:14 in-game time route and this new run does not even use the prologue skip (X360 only) nor cutscene abuse for a shorter in-game time, that's how big these new time savers are.
I have been trying out the double jump bug on the Xbox 360 and it's definitely not 100% consistent to pull it off for 2 possible reasons:
- Lower native framerate means smaller execution window.
- Dropped inputs, this is a thing and it actually happened in some of my previous 5:14 IGT attempts 3 years ago.
There's also one major concern if someone wanted to pull off this route on the Xbox 360 and that's going around an obstacle.
If you go to the white pipes part at the very top of the mines and perform a Z-slide, Jason will either: Xbox 360: Slowly fall down Remastered: Quickly zip up (faster framerate at uncapped is near instant) So if one player tried the foam walk and get into the trap room that way, I think it's not possible on Xbox 360 because Jason would fall downwards instead of zipping upwards.
The only unconfirmed solution is to pick up foam, enter the save room then go to the right to the point where Claire gets taken to the chopper. Now if it is possible, you could use Z-foam shots nearby the sealed door and do the X360 exclusive corner warp to the trap room, trigger the cutscene and then either:
A) Use Z-foam shots to wrong warp to the far right - risky but saves time. B ) Use load last save and the game will remember that event due to no storage device save bug.
Thanks for posting this! It answers pretty much every questions I had for you about the X360 version. There's the Ajfirecracker way to get in the trap room from above the ground (zip down) but it's more technical imo. And it's probably not faster than warping from the chopper cut-scene.
I suspect the optimal X360 route is: skip prologue, double jump for high early foam, save game (down and immediate left, next to HEF), go right to chopper scene, warp, load, run right to trigger final cutscene {essentially the same as the 514 but skipping nades}. As you point out, this version of the corner warp is unproven
I dont think 2% is feasible with the corner warp (if I understand it correctly) because you would be at 200HP and take trap damage. I'm fairly certain 300HP is a more reasonable minimum in terms of the number of E-tanks
I think the route for 2% would be closer to the old gunless route (foam walk down from the field into base, second foam walk down into the trap room) but only because of the framerate limitations