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Virginia, USASRGTsilent7 years ago

Was playing Co-op w/ a friend and this happened.

All I can tell you is we both got out of the jeep on the same frame or really close to it. Allowed us to skip the clip entirely.

There are some sweet advantages to Co-op.

Virginia, USASRGTsilent7 years ago

So my best guess at what happened was I died as I triggered the swarm to back off making the swarm deal no damage to me but still killing me. I imagine I have to leave before Malikov to trigger this but that would require some more testing.

Additionally, I don't know how long this would last so it COULD make the swarm fight significantly faster if it carries through, but it would depend on how fast you clear the fight you are suppose to death abuse through.

Virginia, USASRGTsilent7 years ago

Why are there no Wild Arms 2 or Alter Code F boards? I am considering running the games and don't know where to submit a run atm.

Virginia, USASRGTsilent7 years ago

Hey, do you guys have any helpful insight on getting the two Chesire clips? These fence corners are obnoxious. Is there a visual cue, is it rng?

How much time do they actually save? Obviously the first one is an entire level skip but the second one... at what point is it better to move on?

Virginia, USASRGTsilent7 years ago

IN&OUT%

Time starts when you click on password (subject to change) and ends when the final boss screams and dies.

Run starts at 3:07:00 and ends at 3:12:30

(I don't know how to link video segments directly yet) I didn't haven't it set up but this was on PS3 (PSOne Classic) NTSC-U

Virginia, USASRGTsilent7 years ago

So If I understand correctly, we can submit runs on the following systems: Saturn, PS1, PS2 (No FDS), PC, iOS, PSx (Emulator)

And PS2 (FDS) was banned.

So where does that leave the legality of running the PS3 (PSOne Classic) downloadable version of the game? If I submit a run on PS3 or PSP will it be accepted or do i need to play on my disk version for a legal run?

Virginia, USASRGTsilent7 years ago

Hey guys, I am interested in running this game. I am waiting to buy an Elgato atm so it may take some time before I start running it on my stream (emulator is my last plan becuase I have a crappy PC). This is one of two games I plan on learning. If you wouldn't mind adding me to the discord: srgtsilent.6826 Thanks and good luck on any future runs. I'm off to study these speedruns. Time to get over the PTSD this game gave me as a kid :p ¤cough¤ late game ¤cough¤

Virginia, USASRGTsilent8 years ago

So I just got done fiddling w/ the trilogy's Movement Tech and Wowie are there some differences, as ItsASquid pointed out.

I was curious what everyones opinions on the new fastest tech was. I would like to state before hand that I am no expert at speedrunning these games.

Crash 1: The most striking difference to me so far was Zig-Zagging seems to be slower now, w/ Mask 3 getting a massive boost. I spent an hour on Boulders and I was more likely to get crushed by the boulder when i zig-zagged (not that Im any good at it, so obviously there could be that).

And then theres the new momentum system. Crash Has No Jump Momentum any more, and he cant slide so I'm at a lost for the fastest speed other then just running and jumping w/ Mask Form, though jumping on a box or enemy seems to significantly slow crash down.

Oh and the spin system. Doesn't even hold charges anymore, it just spins w/ pauses in between.

I have yet to succeed at pulling of either a Sub-Jump or TNT Spin Jump, though I'm pretty confident the latter was removed from all three games.

Grate Gate: Oh and the turtle skip at the end of this level is much harder now, and Impossible on 100%. The turtle can now be crushed under the spike log, and unfortunately, that is the default cycle after you complete the bonus round, which has mandatory boxes on it to my understanding.

  • Havent Played Further Then Boulders -

Crash 2: So again the momentum system comes into play. NSS rip. The Spin now carries only the momentum of the directional input and not the slide.

I did a lot of testing on Hang Eight and I am convinced that Slide Jumping is the fastest form of movement in the game, and you can still glitched high jump by throwing in a spin for extra hight to clear some of those tougher gaps.

Snow Go: Red gem was moved higher so no more skipping this that I can tell, however, the GHJ w/ Body Slam tech still does work, though the ceiling is also lower now.

  • Havent Played Past Warp 1 -

Crash 3: Again, Momentum Strikes Back! NSJ is dead. See above for why. However, unlike in Crash 2 where slide jump was fastest, I was able to move significantly faster by slide spinning in this game. The Jump seems to just eat momentum period, though in some cases it is faster since it leads into the GHJ, which is fairly easy to do now.

You can no longer skip any cutscenes by changing the volumes of SFX or Music, etc.

Oh and is it just me or does Pura move WAAAAAAY Faster Now?

  • Haven't played past Warp 1 -

Other tech I haven't been able to pull off or haven't got to testing yet, so other comments are more than welcome to compare notes. And don't forget, I'm bad, so test these for yourself always.

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