@Julian No, you do not need the SRT to do this trick because you do not need to press F9.
For TWN PC: Go to Original Mode, select Light Mode then press cancel key twice (Goes back to main menu). Load a save file that was in Heavy Mode and it will now be in Light Mode.
No, the PAL version is slower and doesn't have a 60hz option. This is a very late reply but just in case someone else has the same question.
The video is up on twitch. I assume this person is using a VPN to appear from USA? Probably streams on Chinese equivalents to Twitch.
Totally forgot about this as well. It seems like what I discovered was already mentioned in the SDA forum so no need for me to go over it. What I will say is that I was able to make it so I can skip almost every encounter in the first dungeon but it isn't easy.
Also to mention, a TAS already exists for this game (Not sure if this is known as well):
The one published by EA is the one used for speedrunning if I recall correctly. Thanks for putting in the time to post this :)
I would kill to find that in good condition, it had a Eidos insert that showed all of their games iirc.
Sure, please post your findings here, its always nice to hear about the various version of this game.
Yeah ps1 port is the best way to experience this game. I have read that the pc version runs slower.
F9 closes the game if you don't have the SRT. With the SRT it resets the game to the main menu instead.
Are there plans to make this version viable for the leaderboards?
@LuxKiller65 Try F9 to close the game, F10 for pause, F8 for fullscreen/windowed and F2 for options.
Black Widow here as well 4Head
Would Wild Guns reloaded be a separate game on this board? If I would like to run that version could I post here? Also I wonder if it would be faster, been a while since I played the original.
I found a way to skip pretty much all the encounters apart from a few which are possible to skip but is very difficult to pull off. If you pull this off everything that happens in the battles is always the same if you do the exact same thing.
It requires you to play perfect and not take a wrong step. It is possible because you can buffer inputs while moving. It would take a long time to route something like this but I just thought I'd post this just in case anyone was interested.
I can post a video showcasing it at some point...