Konular
EnglandGreenalink9 years ago

The Z-Slide technique. Pronounced "Zed-Slide"

It's called the Z slide because normally Jason slides along the X-axis which is basically going to the left/right. The Z axis is where Jason slides towards the in-game camera or the background, each kind have their own use.

For the early foam Z-slide: Start up with an odd angle which is done by standing on a slope and look up, then move the stick to the 11 o'clock position and you can go forwards by moving the stick to the 1 o'clock position, every time you sprint and then crouch to perform a crouch slide, the angle adjusts making it possible to go around some obstacles.

Early missile Z-Slide: Run then Crouch to Slide. During the slide, move your left stick to the 11 o'clock position. Then to move foward, rotate slightly to the right to the 1 o'clock position and then repeat two more times (2nd slide to adjust angle again, 3rd slide to go around the obstacle).

100% use: At the moment, I do know a place where a Z-slide is useful, just before the intended missile weapon room, there is a medium size missile blast plate, you can Z-slide around that obstacle skipping having to go through the ceiling -> crawl space.

EnglandGreenalink9 years ago

¤The XBLA version played on Xbox One can be submitted to this game page¤

UPDATED as of 30th March 2016

Link:

http://www.speedrun.com/Shadow_Complex_Remastered

Like Zelda: The Wind Waker HD, this remastered version has fixed a few key glitches that saved a reasonable amount of time in speed runs.

So it's best to treat Remastered as a separate game and not compare it against the best speed runs that were previously done on the Xbox 360.

Buffs:

  • Easier execution window to perform the double jump bug.
  • Faster load times Useful real time strat: A small time saver that involves using load last save right after picking up the regular pistol (skip destroying turret)
  • Picking up an ammo expansion before picking up the intended secondary weapon spot stills triggers the cutscene making 100% a little more interesting.

Nerfs:

  • Corner Warp/clipping through trap door not possible (all categories)

  • Tricks that involve not using a storage device are gone (all categories)

  • RT+B nuke turret timesaver was fixed ¤confirmed by QAs¤ (all categories)

  • Faster load times means Triple Jump boots before Walker boss is either very hard to impossible. At 60+ frames. But lowering the framerate to 30 allows Jason to get Triple Jump Boots before Walker which is PC only.

  • Again due to native 60+fps, the strong fans pushing Jason down are a lot stronger at higher framerates, there's one time saver that is 30fps exclusive.

Other:

  • Can run at framerate higher than 30

  • Supports 1080p

  • ¤By going around the back¤ The cutscene trigger for one of the human mech bots nearby the bridge switch/2nd best gun is much bigger, you don't even need to be in front of him to start the fight.

= Intro segment The sky is blue instead of greyish white/yellow, apparently the developers had a huge debate.

The fastest Remastered Any% run I got so far is 11:29 and I can cut that down even further better optimisation.

100% may take a while as the fastest route for Remastered is significantly going to be different than the original.

TL:DR Remastered Any% will be FASTER now due to the tweaked OoB zipping mechanic to enter the trap room. Remastered 100% will use a completely different route, good luck trying to figure out the 12 passkey components for Fusion Helmet.

EnglandGreenalink9 years ago

In-Game time:

  • Timing method will be more accurate vs other platforms
  • You can technically save a few in-game time seconds per cutscene by watching the entire sequence. The only exception is when Claire gets taken away for the first time, the trap door opens much sooner if the player skips that scene.

Real Time:

  • Discourages watching the entire cutscene
  • Remastered version has better load times so some load last save spots tricks saves time for both in-game and RTA.
  • Now as the game is loading, you can gain control early during the second half of the load sequence. The problem is for PC as 'no-loads' is a thing.... maybe ignore no loads or program a smart Livesplit script to use RTA timing but freeze during actual loads?

Xbox 360 can get away with RTA timing because: ¤ It's a download only game so there isn't any retail vs disc load times shenanigans ¤ Unlike Xbox One, PS4 & PC, the original only came out on the 360 so load times should be consistent. ¤ It is a different game as some of the tricks are not possible in 2015 remastered version.

EnglandGreenalink9 years ago

2012 iOS/Android and PC Desura

Only supports 1 playable character Only supports one difficulty (normal = 4HP) It doesn't have an in-game timer.

Late 2012/Early 2013

3DS

First version to support 3 characters First version to support 3 difficulties (Easy = 8HP and no instant death into pits, Hard = 2HP) First version to have an in-game timer. Because it is the 3DS version, recording runs can be challenging if you do not have a capture device installed. Gameplay runs at a resolution of 400x240

Late 2013

PC Steam Has all of the 3DS features but sacrifices 3D to support HD resolutions.

Late 2015

Wii U HD collection. This release is the first version to include Chieftain Bob from Gunman Clive 2, a fast runner but lacks attacking range. Developer Bertil confirmed that some of the level designs, especially against the train boss were tweaked.

Edit: Level 10 - The train boss was moved closer to the furthest platform. Level 13 - After the last rotating platform, the grenadier guard was removed. Level 14 - After the first screen, the peeking guard was changed to a stationary guard.

EnglandGreenalink9 years ago

Fantasy Zone port list:

Arcade System 16 Original style:

  • PCB Super Gun ¤The most nostalgic way.

  • Sharp X68000 ¤exclusive Space Harrier stage

  • Sega Ages - Saturn ¤http://strategywiki.org/wiki/Fantasy_Zone/Secrets#Sega_Saturn

  • Sega 2500 volume 3 - Fantasy Zone ¤PS2 enhanced: 4 brand new stages and brand new weapons.

  • Sega 2500 volume 33 - Fantasy Zone Complete Collection ¤Supports rapid fire and an in-game time attack mode but I think it has less extras than Saturn, need to check and see.

  • Xbox/PS3 - Sega Mega Drive complete collection/Sega Sonic Genesis Collection ¤Similar to above

  • 3DS - Fantasy Zone: Opa-Opa Bros ¤Features rapid fire, Sega Master System exclusive bosses appear in System 16 form by default but becomes a dip switch once you've encountered the hidden Round 4 boss.

"Factory Default" is when you boot up the game and/or set the options back to default. With or without Rapid Fire is based on the system you play it on and whether it is doable without using a 3rd Party Turbo Controller. eg PCB Supergun (actual arcade) is no but PS2 via control options is yes.

For custom options it looks like Saturn wins by having the option to disable price inflation and infinite weapon time on a console. PS2 enhanced feels like a Directors Cut making it a very different game 3DS Opa Opa Bros has 2 unique options: Upa-upa mode or an Opa-Opa run with 2 SMS bosses taking over stages 4 and 6.

Sega 8-bit

  • Original Console (Master System/Mark 3) NTSC Consoles can use RGB SCART

  • Wii Virtual Console (no Wii U eshop version yet) ¤Supports 240p, 480i, 480p and Rapid Fire. NTSC Wii cannot use SCART so S-Video/Component

  • PS2 Sega 2500 - Fantasy Zone Complete Collection ¤Supports 240p, 480i, 480p, Rapid Fire and faster loading times by setting High Clock speed to on. I think SCART is supported.

Nintendo 8-Bit

  • Famicom by Sunsoft

  • NES by Tengen A speed run has been done by Peaches

  • "Neo Classic" via PS2 Sega 2500 volume 33 - Fantasy Zone Complete Collection. Loosely based on Famicom version

Other lesser known ports goes here

MSX MZ-700 Turbo-Grafx 16

oasiz bunu beğeniyor
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