It was my idea to force in doorskip mod boards due to tensions about not having a doorskip category at the time, but most of the competition wound up being in the No Doorskip board anyway because it's the unmodified way to run. The people who wanted the boards wound up not running the game seriously; nobody is optimizing them. I think a lot of these players run No Doorskips anyway.
So, in an effort to tidy things up and encourage competition to be in one place, should we eliminate them?
I would say "yes".
Here's a 56:42 I got on All Scenarios Normal Offline about 4 years ago. I wanna post it on the leaderboard. It would be a WR, but the thing is, I edited out the loads because I played on Disc and the loads were like 15 seconds each.
I never posted this run up on the Wiki because I didn't want to create a double standard where I could just break the rules I put in place. I thought I would ask here though, if you guys thought it'd be OK. It's a run that wouldn't be too terribly hard to beat, probably improvable by like 3 minutes or something at least. That much, you can tell from the play quality; I didn't splice this run (you can't spoof IGT on a console anyway without going to great lengths) but I'm leaving it up to y'all's discretion.
Here's the video.
You can't use the Hawk Emblem on the gate, but this is useful for carrying BOW gas and Flames.
Dudley once mentioned to me that there were two PlayStation versions. This wasn't apparent to me that there were actual speedrunning differences until I ran Nemesis%.
Obviously we're not going to split cats between these versions, but in order to help facilitate finding the better versions of the game to run, let's talk more.
Other ppl have apparently run 1.1 on emu and might be able to help me.
Here are my findings.
I have the Japanese PS1 disc, it is a 1.0 I also have the Japanese PSN version, it is 1.1
1.0
- Nemesis 5 has an extra corner bug, which allows for consistent Eagle crits and no damage with only a little extra positioning and aiming.
- Music Box puzzle is randomized
1.1; this is the version that is used as a base for every subsequent port, including Bio3 Mediakite
- Corner hang patched (had to use Flames against Nemesis 5 instead)
- Music Box puzzle solution is locked to UUDDUU.
This correct?
So I was told that as long as I stand behind the pile of wood to kill the two Ganado in the village, that the second wave would spawn at the far end.
That worked. They spawned. Two other questions I have
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What causes the cutscene to trigger after throwing the grenade down the ladder? Do all the ganado just spawn there or do they pile there to take turns climbing up the ladder?
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Someone told me you could pick up the pendant before it drops into the pile of poo (read: without shooting the lid down) in the next area. Is that possible?