So I actually went and tried to optimize Deep Sea Danger. This is the fastest gameplay that I got and it still has a few seconds of time to save because I missed one shot with the sharks. The Dimitri section here is done 28 seconds faster than what my current Any%/IE gold did it (and 26 seconds faster than recent Gnist's gold from his 6:23:46 run).
About the routing for the collars: I do recommend to take the first collar every time the same way as done here but the order for the last 5 collars depends on runner's preference. These six collars I took here are the fastest anyways.
About the routing for the fishes: This clip has 14 second fishes. There are 3 fishes in total swimming their individual routes over and over again down below. I wanted to design a route where the fishes are coming towards me instead of a desperate chase. You can see me making the fast fish cycle easily here because the collar phase was pretty fast. Here I went and chased the other fish but I knew that I could've went ahead from the left and crossed paths with it.
About the routing for the sharks: The fish route I chose has to also deal with where in the map the fish phase ends because I first want to shoot those sharks that have a cycle where they disappear behind some awkward shipwrecks the earliest. In this clip the 3rd shark I shot usually is my 2nd target but here I was ahead of the cycles by a large margin so other intentions came to my mind. You can see that my final 2 targets actually are the first that come out from hiding behind a shipwreck. The shark cycles are always the same.
Biggest singular find in a while. This new blimp route saves over 20 seconds when compared to the previous route. RIP those 20 coins though because now this has to be done in a much faster pace in order to catch the blimp cycles.
All the new Disguise Jump strats that I'll post first (running edits):
This new tower strat which is pretty easy imo saves 1.3 seconds in this clip where I compare it to the old route which was much harder imo.
This is not worth it tbh. It's consistent only when you get spotted by a guard so that the cane whip locks in opposite direction and you get a small sliding boost forwards from the rock.
Doing this usually saves time but lets say that you can grab the rail from the highest possible spot with old strats then that movement breaks even with this one so I guess still worth it. But lets be real here, most importantly it looks cool.
This next one is just a thing you can do and it definately saves time when the cycles are bad.
Also, in statistics "WR history" graph shows WR progression only for RTA categories. Could the graph be modified to show progression of such for MTCs as well, including Gauntlet ofc?
Just drop down immediately and after killing the first guard go camping to the left. Once the peg leg guy starts moving you can take out the other guard.
Can old obsolete runs for Gauntlet still be restored? Leaderboards atm show only obsolete runs that were submitted after moving it to ILs and fake progression of WR and PBs along with it.
OK, Here it comes:
Any/100%: Start with Spanish. Change language to French after Run n' Bomb restart. Change language back to Spanish after Lemon Rage restart. Change language back to French after King of Fire restart. Change language back to Spanish after OP: Wedding Crasher. Continue with Spanish until the end of the run. This route loses to fastest PAL route by +5:08 (estimated), although the time save achieved with this route is only 10 seconds when compared to running only in Spanish.
All Jobs: Spanish (+4:40 to Norwegian)
MasterThief: Spanish (+0:02 to Norwegian)
Ultimate Gauntlet: Spanish
Episode 1: Spanish (+0:52 to Dutch)
Episode 2: French (+0:45 to Dutch)
Episode 3: Spanish (+1:00 to Norwegian)
Episode 4: French (+1:01 to Norwegian)
Episode 5: Spanish (+0:51 to Dutch)
Episode 6: Spanish (+0:10 to Dutch)
I would've though that German, Italian and Portuguese were there based on some "most spoken langauges in us" lists but If this isn't the case and even Deutsch gives nothing there then I'll do only SPA/FRA/ENG analysis.
Maybe someone has already done a detailed analysis of this but with my PAL Disc and PS2 results were following for Ep 5 IL:
PS2 loses 2:18 vs PS3 in loads, reset times and cutscene lenghts. For the Neyla chase PS2 saves 1:18 vs PS3 (on average).
Verdict: PS2 is still one minute slower for Ep 5 IL than the PS3 PSN version.