Thought Id throw down some words explaining the China Agent strat I found for getting an extra 2 doors open.
The starting area is only what were concerned about, as it is conveniently placed right above all of those luscious downstair guards that we want to lure. Infact, you can literally only lure them in any useful way from here.
Anyways, given my finding that you can get quite far from Ling as he speaks, I can take this time to lure guards in any which way I please.
The best setup Ive found is to lure a guy on the catwalk after the lab area (lure 1) and then the guy in the lockerroom of the labs (lure 2). Then once I leave Ling, I fire a bunch at the end of the stairwell to lure the cloning alarm guard (lure 3).
Going per the sequence of doors:
1st lure opens the 1st door
2nd lure opens doors 2,3,4
3rd lure opens door 6 (as in dusky's 2:11)
My shots are not specific, just shoot a few bursts at the start of those text boxes.
Bingo bango bongo!!!
More cool strats on the way!
A little late on this but congrats to Irie for holding all 13 Easy records at once, plus 2 untieds!!! (^○^)
TND is cool and swag.
It was recently noticed that the Expanded versions (ie. the 3 updates following the original V4 release) contain changes that directly affect speedrunning, chiefly leading to a 15 second cut on Party! There are 3 versions (04-22, 5-22 and 06-22), all of which are available for download at http://n64vault.com/ge-campaigns:tomorrow-never-dies-64
A basic summary of the (known) relevant changes are as follows:
v04-22: None/unknown
v05-22:
- The End is now completeable (and speedrun-able!)
- Party dialogue shortened by approx. 16 seconds!
- Rocket in Volcano removed after doors close (could affect lag!)
v06-22:
- Screen shake effect in Volcano shortened in duration! (could make the level much more enjoyable/less laggy!)
Now we must decide how to rank these runs. Should we allow ONLY V4 runs? Should we rank them on their own board? Should we rank every version on the same board (similar to the Goldeneye Elite)? Discuss!
Here is a Google sheet ranking the LSUs (longest standing untied WRs) of TND 64, which tracks both all-time and currently standing LSUs, and all-time untied duration per level: https://docs.google.com/spreadsheets/d/1DCLZkjXQTeQC9y_iTasOSyAIKACbfWrvWZ1QvXrwQT4/edit?usp=sharing
I tried making this as automated as possible, but it still needs to be updated manually for new runs added to speedrun.com
Here is a Google sheet ranking the LSUs (longest standing untied WRs) of GE 1964, which tracks both all-time and currently standing LSUs, and all-time untied duration per level: https://docs.google.com/spreadsheets/d/1mTw9HXijCkwOTXRq3oVl0qTD48He9GS9mNiFO9Dlzp8/edit?usp=sharing
I tried making this as automated as possible, but it still needs to be updated manually for new runs added to speedrun.com
Here is a Google sheet ranking the LSUs (longest standing untied WRs) of Silvereye, which tracks both all-time and currently standing LSUs, and all-time untied duration per level: https://docs.google.com/spreadsheets/d/1WXFyt6TZqwsEg3SDSEkReFvd9j3-aeFsObupXnjnt6U/edit?usp=sharing
I tried making this as automated as possible, but it still needs to be updated manually for new runs added to speedrun.com
Here is a Google sheet ranking the LSUs (longest standing untied WRs) of GE XBLA, which tracks both all-time and currently standing LSUs: https://docs.google.com/spreadsheets/d/1_Id_2Xu2_bnscic0Xok9g0k2c2GHNe9bbFG7IgDf7Jk/edit?usp=sharing
Making this automatic would probably be impossible, so for the time being (until the feature is added to ingametime.com :P) it'll be manually updated.
I have made an archive of the SWFs that I have ripped from the website.
For anyone who is not aware, you use these with a standalone flash player, like this one (in the download section): http://www.flashflashrevolution.com/vbz/showthread.php?t=120256
I will update it with more of the flash files that I rip occasionally... https://drive.google.com/open?id=1PopD9BPrwZ_duxHFLKGB66hPDXZCs-Fn