Threads
hinducow7 years ago

You wanted to get past the gap on the way to fight Screetch? Well, this does the trick:

https://twitter.com/i/status/1016084028019970048

However... it is not quite as useful as we'd hoped. In fact, it's not really useful at all - you still have to fight the boss, except now it's glitched and impossible to complete.

https://twitter.com/i/status/1016084208714899456

Nevertheless: we can cross Skreetch Gap off the list. Maybe someone will find a use for it yet.

Now I'm off to test my theory for how to get into Kazoo's Cave without the leash thing.

hinducow7 years ago

Hello, all! I've been keeping up with everyone's runs trying to find ways to trim even more time off of the current routes, and I'm happy to announce that I have two new skips that should trim about 30 seconds. I've also found a couple of cool out of bounds that I want to share, despite the fact that thus far I haven't been able to do much with them.

But anyway, the time saves: both are used in the thermal gates past the Skulls Hideout. The first involves the impassable thermal wall; well...

https://twitter.com/i/status/1014696807366979584

...it's not so impassable anymore. And using this strat, you'll end up on the second or third spinny-wheel platform just before whatshisname. Well ,I've got a new strat for that, too (disregard the fact that in this video I've activated the second blasto tube).

https://twitter.com/i/status/1014697015333158913

As you see here, using a mid-air quick turn gets you enough air to land the tube with no problem.

Now, as for the other things I've found, they aren't useful - yet. Nevertheless, they're cool. The first is a neat bypass on the east side of the Skulls Hideout. By using a quick momentum boost from quick turning you can land over the heads of the skulls waiting at the mouth of the hideout.

https://twitter.com/i/status/1014699642431234048

What does this let us do? Well, it turns out that it allows us to make use of a second potentially viable glitch involving the beeline - and more to point a specific one of the launchers.

https://twitter.com/i/status/1014700437230850048

For whatever reason, the beeline is allowing the player to control its direction prior to entering it, allowing the player to launch themselves (by jamming L or R prior to contact) in a direction of his choosing. Now, though it doesn't do much good here, I predict that if we are able to get the launch to happen straight up, we might be able to reach Snowy Peaks. Is that useful? I guess it depends on how high we get.

(It's perhaps worth mentioning that I've gotten this trick to work in the village too; it seems that anytime the game predicts that you are going to fall into a launch, the player gets to control its direction.)

Finally, I want to show off one last awesome, but thus-far useless trick. Once exiting the Skulls Hideout via the east exit (before or after the boss), we can slide underneath the nearest bee launcher, which results in the following:

https://twitter.com/i/status/1014702055271817216

Once we've bypassed the map boundaries, we can find a seam in the ground texture, which lets us fall/swim farther than we can normally.

At the very least, those of us who enjoy de-fogging the map beyond the developer's intentions can do so even more now:

https://pbs.twimg.com/media/DhTyOgeUcAA0ymC.jpg

Let's keep it up! I have a feeling we'll be down to 45m in no time!

hinducow7 years ago

Neat! As anyone who's played DH:V will recognize, the canceled N64 game Die Hard 64 was an early draft of what would eventually become Die Hard: Vendetta.

I've included the link to the original forum of DH64's rom release. I've been looking forward to this release because I hope it might shed some light on a few of DH:V's own quirks, such as DH:V's odd quality of letting the player leap through the middle of previously opened double doors - but only from one side.

Maybe it will, maybe it won't. Regardless, the community has something extra to look at :)

https://assemblergames.com/threads/die-hard-64-rom.66646/

hinducow7 years ago

Hey, you know how it is. I teach and school has returned, so.

Anyway, I'm spending part of the weekend finishing my guides for DH:V, with my (hopefully) inspirational run posted shortly thereafter.

I know I've said that before. But I've been routing this silly game for a year, so from my end what's an extra month, right?

Thank you all for your continued support and interest. Beef and I are certainly looking forward to seeing your own runs and strats!

Have a nice labor day weekend!!!

hinducow8 years ago

I have posted videos and speedrunning guides for chapters 1-3, and I hope to have the other chapter guides up by the middle of next week.

Please message the mods if you have any questions, or feel free to make a forum post here.

Have a nice weekend :)

hinducow8 years ago

Hi! I've spent the last year routing this game as an occasional hobby and having finally reached my goal per level last week I decided I would begin recording it. Now, that time is around the 50min mark, but it is using the Dolphin emulator (I have a physical copy and a Gamecube, but since I test each route/glitch in-hardware and since no one had claimed the game I thought that emulated runs would be acceptable while building a community). If you would be willing to allow emulators for even the short term you and I could collaborate on building a really strong set of runs and guides for this game. I have carefully documented the routes and exploits for each stage, and though the game isn't the best game ever, the movement tech, routing potential, and perfection of exploits could be really fun.

As you are the mod, I understand that your decision is final; however, I have put a lot of time and strategy into this game and I honestly believe that with a little flexibility the game could become pretty popular for speedrunning.

Thank you for your time :)

About hinducow
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Die Hard: Vendetta
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