![]() ![]() When going straight, don't press any D-pad buttons for fear of straying offcourse. Avoid the radical turning animations by gradually coaxing Crash into a turn. For farther away and higher up platforms, a slidejump plus a late double-jump works fine. Relatively low and near platforms should be crossed by using a slidejump if you want to hit a later box, or a simple A button hop for any other scenarios. It gets farther faster, because the spinning animation does not end late enough for the ground check mentioned above to be nullified, and it therefore resets the vertical speed just before Crash reaches the ground.įor getting to platforms higher than the one you are currently on, the option depends on how high and far the platform is. For the TNT boxes, slidespin then jump as you spin to more or less line up where you're aiming for.įor getting to platforms lower than the one you are currently on, use slidejump. In those cases, slide-slide works best except for dynamite. In some cases you'll want to grab a box that can easily be shot over with a slidejump. Note that this method is also faster than Crash Dash for the time trials. Slide-slide is only somewhat slower than the slidejump because, as mentioned before, the extra momentum gained by the slidejump is greater on ice. Since spinning is not affected by the ice physics, slidespinning would not help at all on the ice. For some strange reason, the ice acceleration physics can help you gain extra momentum and speed if slide jumping. In the vast majority of cases, you will want to slide jump. When you are attempting to grab a box in the air, slide spin once, then line up a slide jump so that the jump will start as late as possible, thereby losing as minimal momentum as possible for the jump. ) (THIS PARAGRAPH'S CONTENT AND STRATEGY HAS CHANGED. ![]() While the spin is obviously slower than the slide, I have recently found that spinning early cancels out the original momentum of the slide. This ensures that Crash will get the most out of the primary slide before cancelling the ground check. This can be achieved by spinning later in the slide, i.e. So the goal is now to get to the next slide ASAP. While jumping sends Crash forward horizontally and vertically, it is at a slower rate than the slide can provide. Normal rapid sliding wastes a few frames because of how the slide works (see The Anatomy of a Slide). ![]() ![]() The vertical speed is also set to zero for one or two frames and Crash's downward acceleration is reset, and he continues to fall from the new set point.ĭ) One or two frames of getting up from a crouch.Ĭ) and d) can be avoided by doing one of two things: spinning early in the slide or jumping after the slide.īefore obtaining the Crash Dash (read: for the first twenty levels plus four bosses), sliding and spinning is the most efficient method of travelling across smooth surfaces. To make things even better, he even goes as far as to juggle while running away from the game’s oversized crocodile.In fact, I did some more tests and here's an analysis of what I found, compiling your advice, the sample you provided me and my own findings.ī) Approximately 20-40 frames of sliding (haven't found the precise number yet)Ĭ) A ground check that consists of either an extra crouch while on the ground or a Crash-in-mid-air frame while in the air. As he’s playing on PC, 7rayD is able to reach higher frame rates and dish out huge amounts of damage, greatly reducing the time needed to complete each boss encounter. To the untrained eye, it may seem like 7raD is merely showing off, but Resident Evil 2’s knife damage is tied to the system’s framerate. This speedrunner relies purely on his knowledge of the game’s map to quickly solve puzzles and traverse through the corridors of flesh-eating undead, while also using Leon’s knife to effortlessly take down the many menacing forms of William Birkin. However, Capcom’s remake of Resident Evil 2 is currently the game to watch and 7rayD is the latest speedrunner to hold the title, clocking in at an impressive 52m 10s. As a result, speedrunners have been drawn to Capcom’s grizzly zombie franchise ever since Chris Redfield and Jill Valentine graced our screens back in 1996. Resident Evil games have always encouraged quick playthroughs, especially since each game invariably gives you a rank based off of your completion time. ![]()
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