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All cutscenes besides the intro and exit of the game itself are done in-engine in real time. Glitches/Techniques Used Cutscene PhysicsĬutscenes work a bit differently in this game than in many others. Learning which enemies drop which items is absolutely necessary for efficiently completing runs. This includes washers, ammo, and health pickups. These points hold true for resetting the level as well.Īll enemy units have specific items that they drop upon death. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.Īuthors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. Reloading the game to a previous checkpoint does strange things to the game also. This can be abused to gain health and continue on a mission without going out of the way for health drops. If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars(Xbox version does 2 bars), whichever is higher. The GC and Xbox version allows you to skip all cutscenes *only* if you are replaying a level.
Speedrunners game items abuse ps2#
The PS2 version allows you to skip all pre-rendered cutscenes. Replaying a level does not affect the state of your weapons for the next level. When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. The only thing that changes between levels is that your health is refilled. While the game is separated into levels, you bring the state of every weapon and ammo count with you. If the in-game time does not match the time spent in the video, the run will be rejected.Įditor's Note: These rules may change at any time if runners abuse them. Runners should note that most emulators for this game require a rather powerful computer to both play and record without slowdown. This saves around 20-30 minutes on estimate.Įmulators are allowed only for IL's since In Game Time is not affected by loading times Please note, the PS2 version of Metal Arms lets you skip pre-rendered cutscenes. Timing ends when the screen fades to black after General Corrosive collapses to the ground. Timing starts as soon as the player gains control of Glitch. If you are speedrunning this game, please introduce yourself in this threador this forum.īeat the game on the selected difficulty. The Xbox Arcade version loads levels much quicker than any other version.
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This is noticeable in a number of things: The PS2 version also appears to have a slightly different physics simulation.
Speedrunners game items abuse free#
A prime example of this playing out is that in Hero Training it takes two coring charges to free the trapped miners in the PS2 version, while the GC version only needs one. This saves a vast amount of time on the PS2 version (~30 minutes? needs confirmation).Ĭoring charges are slightly (25%?) weaker in the PS2 version. The PS2 version lets you skip most cutscenes, while the GC version only lets you skip some of them.