I decided to solve this minigame for the minimum amount of guesses you need in order to figure out the pattern, and the answer is 2.3 guesses: 70% of the time you can find the solution in 2 guesses, 30% of the time in 3 guesses.
Here is the optimal strategy:
This list will be updated if new shortcuts are found.
Crash Cove NMZ:
Papu's Pyramid NMZ:
Tiny Arena Startline Glitch:
Oxide Station Nyxx SC:
Releasing the CTR Speedrun IGT mod. This mod uses in game time to time the run, removing loading screens and idle animations. The mod has built in splits for comparison against your personal best, and other quality of life improvements such as no more podium or boss cutscenes. For the first time in two decades, the mod makes competition on PS1, PS2 and emulators equal.
Complete feature list, as of release v1.0:
- Add IGT to time the adventure mode (any%, NMG/Classic).
- Add splits to compare against your personal best.
- Add a split editor, which can be opened by pressing the button SELECT when you're not speedrunning.
- Take out podium cutscenes, mask speech and boss cutscenes.
- Automatic mashing of intro cutscenes and end of race cutscenes.
- Leave all adventure hub doors open.
- Take out AI exhaust and lower the level of detail of AIs to reduce lag.
Mod Leaderboards: https://www.speedrun.com/ctrigt/ Get the mod here: https://discord.com/invite/dwbqvnA , pinned in the chatroom #ctr
Release notes:
- Add IGT to time the adventure mode (any%, NMG/Classic).
- Add splits to compare against your personal best.
- Add a split editor, which can be opened by pressing the button SELECT when you're not speedrunning.
- Take out podium cutscenes, mask speech and boss cutscenes.
- Automatic mashing of intro cutscenes and end of race cutscenes.
- Leave all adventure hub doors open.
- Take out AI exhaust and lower the level of detail of AIs to reduce lag.
Get the mod here: https://discord.com/invite/dwbqvnA , pinned in the chatroom #ctr
Recently I found a new speed tech while researching the game. I made a tutorial for this technique here:
I forgot to mention that the wall exploit doesn't work in downhill or uphills.
If you'd like to use to play with the in game variables showing on screen, you need to download BizHawk and then download this lua script: https://github.com/mateusfavarin/TSR-PS1-Tools/blob/master/BizHawkScripts/tsr_display.lua
Here's a lap example using save states that shows the techniques applied. This speed tech can save over 1s in multiple lap time trials.
I hope that this tutorial helps runners and future runners!
Recently I figured out a way to skip Quidditch 1 + Neville's Quidditch minigame, the information about it is here: http://pastebin.com/DJt3edBF
I'm questioning myself about it. You need to make a campaing progress to do this skip; however, you only use a fresh new file after that, so it definitely is not a NG+ trick.
You can't ban a run because the runner in order to reset decided to "quit the game" and start a new run by just menuing, this is exactly what I do when I run the game (specially in my old console attempts). On the other hand, as I've written in the pastebin, a campaing progress has to be done to unlock the quidditch league.
So, can we use this skip in any%?
Hi. I have noticed that the RTA timing submitted in level leardboards are not accurate at all, so I am here suggesting it to change. Andy's House lap trial, for example, has almost 1s gap by the first and second positions, while in the 'in game time' Victor finishes only 0.4 ahead of the former world record time. I have gotten a time that finishes in 7.0 (0.5 faster than Victor's PB) - ; however, when I used Yua to see my RTA timing in this level, yet it was slower than Victor's PB: http://imgur.com/rkLWeto
So, I really want to see this issue fixed and the way to do is all up to you @remln64. After it I most likely be submitting my 7.0 WR :)
This level is know by crashing your game sometimes after you beat the second enemy in the beggining; the reason of why it happens is simple: once the enemy is alive or even only on the game, and you jump to the next platform the game will crash. To avoid it is pretty simple:
¤ Spin the enemy and make sure to wait 1 second or so before jump to the next platform; if you spin he, then soon after jumo to the next platform the game will crash because his 'throwing animation' is still playing.
¤ Jump on the enemy. This is the best way and the only way I highly recommend, because the animation ends really quickly, so you don't need to wait where the enemy was before jump to the next platform.
I hope this topic will help any runner interested in this game!
Tutorial: Go to N. Sanity Beach, back to the map, back to the menu, go on the map again, back to the menu and start your game. It saves 1~0.5s.
Example of it + a nice beat Papu Papu (actually the fastest on NTSC-J): http://www.twitch.tv/theredhotbr/c/6054715
As you are suppose to know, grass SC is a old tech that Time Trial addicts do using Penta Penguin (because him is faster and have great turns). However, people didn't try it with Coco, and it is so easy! This shortcut is actually just possible on 2nd and 3rd lap, and it saves like 1s per SC (if you do it well). To do this SC, do a mid air powerslide on the downhill to get a good S.G. (speed ghost), and then froggy on the grass. It's simple OpieOP Here is an example of this SC with Coco (two good laps done on CTR token challenge):
Hope I helped you (:
I am planing in TAS Crash Bash 200% and I uploaded this video just to show that you can control the RNG of this game, even if it is TASOnly. So, here is what I notice: Everything that you do on the game (go 1 frame to the right/left, spin your kart (square), scream (triangle)) you change the enemy cycle and the angle of the ball that is going to the battle. So that, I tryed frame by frame the best route to do (to get the best and fastest RNGs), and then I got it.
Featuring JapKong