So, I know that this would be a pretty remarkable kill, but it seems pause buffering is actually better than killing Megaman normally. This isn't against the rules, right? Given that pause buffering is allowed everywhere else.
I'd love some of the runners and/or mods thoughts on this. Kind of makes me question whether consecutive pause buffers should be allowed on bosses, but considering the ruleset for the past runs, I don't see a reason why it shouldn't be.
Less RNG and stuff. Can we add this as a category? @MilkToast
This feature is included by default in the GOG, ScummVM version. Also, see video description for run-pertinent information.
Just wanted to put this out there before I forget. Fun to look at, but not much came of it.
I'm still devastated. The only reason I can think of why it happened is due to pre-buffering F7 before the vent shooting up into the air cutscene triggers. I did some timing, and it appears this run would've been about 24 minutes faster than the current record without the Gas Grenade re-route, so the sub 2 should be ripe for the taking. Stew was very slow, but I didn't get caught by the Cygnus Alpha guard. Some hiccups also happened amounting to perhaps 30s to a minute.
I'm happy with the amount of time saves I've managed to come up with for a run with so few inputs, but this was a godawful experience. What an absolutely shitty way to get your run killed.
Been working on doing a run of this lately, and the Pairs have been by far the most precarious, aside from the obvious The Stew.
Mind revealing what you did to nail all of the pairs in your run? @MilkToast
Not sure what to think about this. You just press Left Alt + Space for the window menu to pop up, which reduces the FPS to around 30. With keybindings that don't mess with the Windows shortcuts, you could play as normal with clear advantages, and toggle it easily. You could even do crazy stuff like in the vid below under good circumstances. Thoughts?
I've been wondering what the basic rules for this category should be, and what seems the most logical is to require spawning Doskias' ship and entering it from Shell 2. Any thoughts on this?
So, I found a way to manipulate the pathing of the third companion in the party, which enabled a lot more consistency for pretty much every OoB. Not that this wasn't already apparent in a lot of the clips, but it definitely needed to be understood better. I compiled a playlist of like 42 clips, which should cover all of the current any%. (I guess the plan was to cut any% short on Shell 4, but meh.) Not gonna be easy to memorize all this BS, but it sure will be less random!
Excuse the repetition of these videos - it was convenient to try a thing 3 times and move on as a sign of consistency. I imagine some compromises will have to be made not to lose your mind in actual runs anyway.
Things to point out:
- While I wasn't sure if some of the strats weren't better because Palmer clipped in so quickly, I did a version of my own because saving on corners almost never seemed completely reliable. Not sure how much skill factors into it, and I sure wasn't good at it.
- Not every character seemed as good at clipping in, cemetery being one example. Runner having a fat hitbox and all that.
- Probably something else that I can't remember right now.
Anyway, enjoy.
https://www.youtube.com/playlist?list=PLak_BZDFz0PTbbaij_VQoMFysM9XoZQ6T
Been working on setups for the OoB clips (there's a lot), and stumbled upon this oddity.
Interesting how they'll clip in without saving at all. Also, depending on which direction Maya is facing when clicking on the door, you can get her stuck as well, which crashes the game.
So, this isn't to say QoL is bad and that the slow combat should be put up with, but I found some evidence that it does let you skip enemy turns:
Did 5 encounters like this with and without the hotkey. At 00:46 and 02:04 the maggots move before the bar is fully charged.
And here I always get to act first, effectively skipping their turns. I don't believe this is just luck. Waiting for the full charge is how I've played for most of the later stages of the game, and although enemies do occasionally interrupt me, I get to act first for the overwhelming majority of the time.
Maybe the mod can be improved, maybe not, but I thought I'd share this finding since it was claimed the mod doesn't affect balance.
Managed to find a setup for something that I think was still obnoxious when you guys were last running the game.
I also tried just clicking in the top right corner, but there were consistency issues, though it worked like half the time. Lagginess during recording also made the game behave differently for some reason.
Kudos to Professor_Palmer for finding this skip. The inside of the tower on top of it is just straight up awesome.
No offense, but this whole leaderboard seems a little strange, the fact that any% utilizes genes that can only be accessed by previously "beating the game" would turn this into some sort of an NG+ run already (theoretically, I don't think this game allows for a traditional completion, unlocking every plague would seem as an "ending" of sorts). Also, it looks like the WR was done on an older version where you didn't have to purchase Trojan Plane to use it. Not to mention that Neurax Worm has to be unlocked first.
Can there at least be some info added what version is required to glitch Trojan Plane? It would make sense to move those unbeatable runs to a legacy category because it isn't exactly welcoming to force anyone new to jump through unnecessary hoops just to compete.
//edit: Aw, just noticed there's a TAS that utilizes the strat. My bad. I guess I'm happy to have stumbled upon a TAS strat from just screwing around, though. lol I was enjoying this casually, but then noticed spamming the diagonal/alternating gives the character a speed boost. Can't reproduce it consistently, but maybe something can come of this? Going back into standstill and retrying seems to give better results than spamming mid-running continuously. Not sure if lag plays a role.
Maybe this was known already or it was patched in 1.59 -- this is about the crash at the title screen -- if you tab out around the point when the title screen fades in from black and you let the bar load that way (with the game's window inactive), your game should never crash.
Hope this is helpful to some, cheers.
I decided hsblue would be too disappointed if I didn't do this, so there you have it, folks. A pinnacle of a video gaming speedachievement. Enjoy this truly captivating and prestigious speedrun.
Can you explain how this managed to be a 15,600 instead of a frame slower? I edited out both the level transition frames, and Virtualdub says it's 937 frames / 60 FPS (that's what I record in) = 15,61666666666667