For the last room in section 1, aleckermit throws some stun grenades to immobilize the remaining enemies. The widescreen setting saves a small amount of time here since Mayhew stays on-screen for a little bit longer. However, it’s not possible to keep Mayhew on-screen the whole time, since you have to go to the last room and kill a bunch of guys before he slows down. This TAS saves seconds over the previous TAS in this section alone because aleckermit discovered that Mayhew moves faster when he is on-screen. Mayhew will quickly move to the next area once they are killed. They can spawn in a few different places, but this run gets the best possible spawns. The first 3 Yakuza to spawn are mostly random. Mayhew is odd in that he requires some enemies to be dead before he progresses, and others enemies he’s fine with them just being stunned. However, he has a deathly fear of the Yakuza and won’t move until they are taken care of. The first section of Double Cross involves escorting Mayhew to his secret bunker. All you have to do is eliminate the enemies as quickly as possible. The boss fight at the end is rather straightforward. That way, he will be going down the hill as he goes out of bounds, meaning he will be driving directly toward the loading zone, instead of having to spend 6 seconds dropping vertically onto the load zone as the previous TAS did. This was done on purpose as the loading zone at the end of the map is lower than the spawn point at the start. While aleckermit is driving toward the end of the map, the car is tilted downward because that is the angle the car was at before he went out of bounds. Basically, whatever height/angle you’re driving at when you enter empty space will be retained until you go back in-bounds. The out of bounds space in the driving levels acts very strangely. When he gets to the wall behind the starting point, he shoots rockets to disrupt the road barricades which allow (with RNG) to lift the car’s front end up enough to make it onto the side of the road where you’re not supposed to be. At the start of the mission, aleckermit does a very optimized drift and starts driving the other way. This clip saves four seconds over the previous TAS.Įnemies Vanquished has a major out of bounds glitch that saves over a minute. In this case, I start the clip, fall halfway through the floor, then walk backwards into a chair that will push me all the way through. Then all you have to do is walk into certain objects to push yourself entirely through the floor. If you press the crouch button again exactly two frames before this delayed animation ends, you will fall halfway through the floor. This delays the standing animation by roughly one second. For this clip, I crouch, then immediately stand up again while pulling out a gadget. This is a faster, frame-perfect way of clipping, but its use is limited. The type of clip done here is a bit different than the method I explained above. After I start the cutscene where Drake talks to the party guests, I’m going to clip through the floor and go straight to the end of this section, skipping the meeting with Dominique and fighting a bunch of guards. This continues until I get close to the end of Drake’s Party, which is where I execute the first glitch in the run. Much like GoldenEye, strafing is way faster than moving straight forward. The fastest way to do this is by strafing forward/left or forward/right. For the first minute of the level, the only goal is to get from point A to point B as fast as possible. The Exchange starts off very straightforward, but gets more complicated as it goes on.
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