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discussione: Zombi

People have been asking, so I finally made a discord server for further discussion. Theres nothing there as of right now, but I will try to fill it with content going forward.

https://discord.gg/PXX6dTX7r8

Merry Christmas

itsmeArima piace questo
discussione: Zombi

Your question is a little vague.. which run specifically are you talking about? The chicken mode run?

Sound groovy. It would be wild if it's the same map

Found a really reliable angle to just strafe to the finish. Very cool find!

JtpG piace questo

Omg yes! Amazing job dude. I knew this would lead to something

JtpG piace questo

So i just streamed a bit while I was testing this level and got some good footage and info.

This link is the ending where I discover a few things: torpedoes seem to be the main thing that signals the end of the level. There are 3 waves of torpedoes, 3 torps each. So the level is on a cycle. If you let them all hit, the level ends a few seconds after wave 3. This is very consistent and takes the same amount of time no matter what. I'm beginning to think the ship has invisible health, and when it goes out, the levels over. Now, when I do the out of bounds glitch, the level ends after TWO waves of torps, not 3. So it saves 30 seconds or so over just sitting on topside waiting for the waves to finish. This also explains why it doesn't seem to matter if I fail the glitch setup a couple of times since I'm still on the same cycle. If it takes me 10 seconds longer to get out of bounds, it actually doesn't make me lose time.

Why does this happen? I have a couple guesses but I'm leaning towards the game accidentally loading two waves at the same time, which leads to a cycle skip. During the stream, I got this super weird segment where I basically finished the level after one wave of torps. I saw the screen rumbled 3 times, then I did the glitch, and then it was just over. Single cycle. I haven't been able to recreate this:

Any thoughts on this?

JtpG piace questo
discussione: The Site

Its an IL run for Medal of honor Rising sun. The level is fall of the philippines.

I verified his run but when you click on the level in the drop down list, it says there are no runs. He's a bit dissappointed that people can't see his run there. Does this happen occasionally? Should he resubmit it?

Hey all, currently doing some testing to get back into any% and found some interesting stuff about the level 'day of infamy', specifically the end section where you're topside and have to shoot at planes.

I used to just sit in the corner and do nothing because eventually the level just ends automatically. I assumed that the player doesn't have to do anything and the section is basically on a timer. I timed it again and the section is complete in about 1:30-1:35 seconds.

Next I timed myself running around shooting as many planes as possible and it actually cause the level to stall even longer. I got some inconsistent times but averaged 1:40-1:50. I read a walkthrough that mentioned shooting the torpedos can vastly increase how long that section takes but I guess that can include the planes too

Now here's the interesting part: I used the out of bounds glitch right when I got topside and navigated back to the starting area. Doing this gave a very consistent time of 1:04. Big difference. Here's a link to JtpG's video showing off the glitch:

So now I'm scratching my head: what exactly triggers the end of the level? Its not time, nor enemy planes downed... its gotta be something else? Does anyone have any ideas or anecdotes about this section? It could really help out

LieroXtreme e JtpG ti piace questo

If you find a way to skip Pearl Harbor I'll pay you

JtpG piace questo

How did you manipulate the enemy soldier to get to that spot for the hotel skip? Also nice job finding this stuff! You're a superhero

JtpG piace questo

There should be! Nice finds!

JtpG piace questo
discussione: The Site

@zoton2: thanks dude, no worries. I figured that was the case.

YUMmy_Bacon5 e zoton2 ti piace questo
discussione: The Site

I'd like to request mod status for the game Zombi: http://www.speedrun.com/zombi

Its a multi platform game that requires some category revisions. I have two runs to submit that don't belong in the single category listed on this site. The only moderator is the user Zoton2. I've sent him a tweet here: https://twitter.com/Yellow_Elevator/status/793319656912261120 that he hasn't responded to for months. His twitter account also doesn't allow direct messages. I've also been unsuccessful in contacting him via Twitch.

I also seem to be the only active speedrunner of this game currently while zoton2 submitted only a single run 1.5 years ago.

Oh and I want to add that I commented on his run here about 3 months ago and he never responded:

YUMmy_Bacon5 piace questo
discussione: Zombi

Can we compile a list of version differences for reference?

-uses Gamepad screen and touchpad for lockpicking, all item management, and scanner. All other versions have this information displayed in the HUD.

-Darker environments in comparison to the ports. "Dirty lens" filter not present on PC or PS4.

-Miiverse integration for high score leaderboards, spray can messages, and zombies of dead players. These zombies have BOBs that can be looted for whatever was left behind. If you encounter a former survivor with lots of ammo and health items in their bag, it can greatly affect the run.

-Slower load times?

If anyone has more info, feel free to post it!

Edit1: It seems like PC has the ability to skip the intro and most of every "traveling" cutscene. On Wiiu, traveling cutscenes can also be skipped, but you have to watch 90% of it anyway so its not very useful.

PC and PS4 have different melee weapons that you can pick up. These include a shovel that is located next to the crate where you find the Lockpick, and a nailed bat that is located just before the trash chute in Ron's Flat. The Shovel can hit multiple enemies while the Nailed Bat has increased potential for critical hits.

PC seems to have strange physics glitches. I observed some zombie lunges that missed the player at point blank range.

As far as movement goes, I think your character moves faster in the PC port. Turning can also be instantaneous due to mouse controls.This is impossible on WiiU.

Rate of attack for melee weapons is much slower on WiiU than PC. I observed bat swings to be very quick compared to WiiU, where your character seems more slow and sluggish the more you use it.

Lastly, I want to say load times are different but I need someone with PC or PS4 to confirm.

I have no knowledge of how emulators work for this game... Just go for it. Which console you emulating?

discussione: The Little Mermaid

October 22nd, according to the sign up site above

I don't know if you know this, but strafing is much faster than walking straight ahead. The difference between my any% PBs was literally minutes just by altering this movement alone. Optimal movement is holding directly up+left or up+right.

BOZAK_115 piace questo
Info su yellowelevator815
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