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FinlandTuKéZu11 months ago

I swear I'll make that version differences post one day... Channel 00 is also shorter on GC, the PS2 version has a 25-ish seconds long conveyer belt section before fighting the last two hover-evros (starting at 1:52:25 in that second video).

Between these and the differences in mechanics (especially PK's weapons), I'd honestly be in favor of splitting the leaderboard for the two versions

FinlandTuKéZu3 years ago

Back on my Win7 setup FMVs would play without having to mess with anything, but after upgrading to a Win10 machine they stopped playing until I turned on Windows XP (SP3) compatibility mode for Donald.exe

FinlandTuKéZu5 years ago

Speaking of softlocks, I got one on PC when I was playing this casually last summer. I wasn't initially recording either so you just see the end result.

Don't know what caused it, but for what it's worth I was doing the milkshake glitch a lot for funsies ¯_(ツ)_/¯

AutoGamerZ aiment ceci
FinlandTuKéZu5 years ago

As far as I know, it just increases your health/defense. There's another one in Sewers, and they stack. Not sure how much they affect the speedrun - they don't take that much time to grab, but off the top of my head I can't think of any specific mid-to-late game scenarios where having more health would considerably speed things up. Maybe for detonating those walker-mines on Zondag 1? Of course, you'll want both if you're planning on doing any IL runs.

For what it's worth, I grabbed both of them in my original 1:20 run, and when I routed my 1:12 run I decided to skip them since they didn't seem all that necessary.

Zioplys aiment ceci
FinlandTuKéZu5 years ago

You mentioned a PS2 on reddit, so I'm assuming we're talking about that version...

I'm not actually at all familiar with the PS2 version, but I have the PAL PSN download on PS3. I did a quick run of the first level, comparing it to arichardson9524's run, and it seemed to be running at the same speed, so it doesn't have the usual 17% speed drop at least. There could be some less apparent changes however - different physics, different load times, and such.

FinlandTuKéZu5 years ago

I had to hex edit the .exe to have it run on x64 Windows 7 (See AuToMaNiAk005's comment on this video: youtube.com/watch?v=0eA_7SLZytE)

To get it to run in a window, I used AMathMonkey's method (see twitch.tv/videos/181214809)

Still looking for a way to fix the game minimizing+pausing itself when losing focus and the random 60->30fps drops (I once had that problem on GOG's Rayman 2, but apparently they fixed that at some point? I wonder if you could apply a Rayman 2 patch on DDQA since it's the same engine and all...)

FinlandTuKéZu6 years ago

So I've returned to this game I guess! I haven't really seen any discussion of techs or strats or... anything really, so I figured I'd share some of my (general, mostly non-level-specific) findings here. Most of this will probably work on all versions, but I'm basing it mostly off of the PAL PS2 version. Once I give the GC and NTSC versions more than a brief look, I'll make a thread on version differences as well.

It's also my first SRC forum post, so here's hoping I don't mess the formatting up:

[section=Jump Cancel] Named after the similar tech from the later Castlevania games. The basic idea is that landing from a jump and rapidly pressing Fire at the right time lets you fire multiple shots in quick succession - however, this is pretty difficult to pull off and mostly boils down to random jumping, button mashing and praying.

With the right timing, this can bypass the reload animation, which happens after quick 6-shot bursts for stock ammo (or 3 orange "whirl" shots, or 1 rocket)

[section=Propulsor Spam] Or Jet-spam as I like to call it. You just mash Jump while in mid-air. Your horizontal movement is slower than simply holding it down (I think?) but you cover more distance because you fall slower.

Speaking of movement speed, my (not very thorough) research has discovered that the fastest form of movement is simply running straight! Followed by jumping and then lock-on. Not entirely sure where the jet stands in terms of horizontal speed.

[section=Quick Ledge Grab] PK can't grab ledges on his way up in a jump. Rather than waiting for him to start falling, you can save a few frames by tapping Jump at the correct time, since the propulsor cancels your vertical momentum. This is pretty finicky however, and mistiming can either make you grab the ledge slower because of the vertical boost, or miss the ledge entirely.

While on the subject of ledges, jumping is of course faster than pressing Up to climb up, but another correctly timed jet can land you on the ground faster than normal in case you want to immediately jump again or start running.

[section=Tanking Shock damage] Normally PK has no animation for taking hits, but electric damage will stun him for a second. You won't be stunned when you're swinging from Swingports however, so you can tank the hits without losing time. Most noticeable on the Mothership level on the corridor before Checkpoint #3.

[section=Cutscene Jump] Skippable in-game cutscenes remember your position where you triggered them, and afterwards briefly place you back there even though you fell down at the beginning of the cutscene (So I guess the enemy introduction cutscenes are the only ones that apply?)

For a brief moment (a frame or two?) PK is in a standing state, meaning you can jump off of it, even if you're in midair. The only place I found a use for this is Area 52's Coolflame 2 (the red one's) introduction scene, where if you activate the cutscene at the highest point at the left, and pull off the jump (combined with jet-spam), you can reach the ledge to your left, saving... well, only about 10 seconds or so, and skipping Scientist #1.

I couldn't get this on my run, so here's a clip of it in action:

(Here's it being useless in Level 2: youtube.com/watch?v=XgeeIm5Os8c, but at least I found out that if you trigger the cutscene to the left, the Evronian's AI won't trigger or something.)

MasterLeoBlue, Oggyerino et 2 autres aime ceci
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