Jack of all Trades
From this thread about runs which won't see the light of day...
The hell? Sub-hour? I don't understand how that's possible unless there's some game breaking bug that allows you to glitch through blue shield walls.
I recently watched my run. It was sloppy in some places but even if it was much smoother I don't see how you could cut off more than maybe 10-15 minutes with optimization. I actually pulled out my N64 and I still had my speed run file saved at the last level. I tried a much bolder strategy and ended up cutting off three minutes. I knew that could be done faster. But the rest?
Pure speculation:
Greece:
The biggest potential trick I can see would be skipping the dynamite / tank and just going to the processor. The problem with this is that there's a very steep hill and I can't find a way to get up there. I got really close using the motorcycle + jumping out but I can't do it. If you could somehow keep the motorcyle then you could save a lot of time in the second area just speeding past everything as well.
Regardless, definitely skip the fuel / machine gun. I think you can use the sun shield to kill the second processor fairly quickly. Assuming there isn't some crazy trick to skipping that as well.
Java:
If there was a way to skip all the temples and fly through the storm before the final processor that would save an enormous amount of backtracking. But uh, yeah, how would one do that?
A smaller trick would be to maybe use the tank instead of the hand grenades to blow up the monkey face door. Dunno if it's possible.
If I just redid the level with the same strategy I could save the most time here I think. Maybe 2-3 minutes. For example, parking the plane right next to last temple so I don't have to spend 40+ seconds walking. Easier said than done though. Also my taking of the last processor / the tower was horrible. Also I think my boss could've been 10-20 seconds faster, I don't think I have to kill the two flying heads at the end but I could be wrong. I want to go back in time and slap myself. Maybe I was just getting tired of this level though.
America:
I wasted probably a minute doing it segmented but I had to because of the freezing. But the actual strategy I used seemed fine. Can't think of anything too crazy.
Siberia:
My tower and SCUD approach were bad, too timid/confused/nub. This is where the rest of the optimization would come from. But major strategies? Maybe if you can kill the underwater processor from above with the VTOL you win from doing the nuclear sidequest...that would be pretty spectacular. You could just ignore the rigs and kill the boss and then fly off. But again, I haven't tried it.
If you could skip the whole SCUD thing that would be nice but it's something I tried before my original run because it's be so obviously good. No dice. Unless someone else knows how?
After getting the key card and the big lab explodes maybe find a way to go backwards instead of going through the long ice valleys / tunnels. High fences though...?
It was funny in the first area after I killed the processor and I was trying to get through the portal it bounced me back like 50 feet. I hate the hovercraft physics / controls so, so much.
Comet:
Like I said in the intro, you can just blaze through this level. Get a couple resonators (res) and just ignore everything. Ignore all the green dragons until you have to kill like 50 of them, collect health, keep going, etc. You can do the rocket engines faster. Just ignore everything and pray you can navigate those infernal tiny gates. You only need about 2-3 res for the final boss because his enemies / arms drop some as well and you can kill his last form with missiles / shotgun (or whatever it's called) pretty fast.
Even if all this worked I don't see how you could pull off sub 1:45ish though. Any ideas? LeCoureur?
An informative post about the game's bizarre internal timer from this thread...
Quote from lecoureur:
Body Harvest (n64) - I recorded a run that was about 1 hour 20 minutes but after that I found some more strategies to bring the time lower and I think it could be done sub-hour or below 1:05 at least and I never found time to record it... The SDA record is 2:20.
The hell? Sub-hour? I don't understand how that's possible unless there's some game breaking bug that allows you to glitch through blue shield walls.
I recently watched my run. It was sloppy in some places but even if it was much smoother I don't see how you could cut off more than maybe 10-15 minutes with optimization. I actually pulled out my N64 and I still had my speed run file saved at the last level. I tried a much bolder strategy and ended up cutting off three minutes. I knew that could be done faster. But the rest?
Pure speculation:
Greece:
The biggest potential trick I can see would be skipping the dynamite / tank and just going to the processor. The problem with this is that there's a very steep hill and I can't find a way to get up there. I got really close using the motorcycle + jumping out but I can't do it. If you could somehow keep the motorcyle then you could save a lot of time in the second area just speeding past everything as well.
Regardless, definitely skip the fuel / machine gun. I think you can use the sun shield to kill the second processor fairly quickly. Assuming there isn't some crazy trick to skipping that as well.
Java:
If there was a way to skip all the temples and fly through the storm before the final processor that would save an enormous amount of backtracking. But uh, yeah, how would one do that?
A smaller trick would be to maybe use the tank instead of the hand grenades to blow up the monkey face door. Dunno if it's possible.
If I just redid the level with the same strategy I could save the most time here I think. Maybe 2-3 minutes. For example, parking the plane right next to last temple so I don't have to spend 40+ seconds walking. Easier said than done though. Also my taking of the last processor / the tower was horrible. Also I think my boss could've been 10-20 seconds faster, I don't think I have to kill the two flying heads at the end but I could be wrong. I want to go back in time and slap myself. Maybe I was just getting tired of this level though.
America:
I wasted probably a minute doing it segmented but I had to because of the freezing. But the actual strategy I used seemed fine. Can't think of anything too crazy.
Siberia:
My tower and SCUD approach were bad, too timid/confused/nub. This is where the rest of the optimization would come from. But major strategies? Maybe if you can kill the underwater processor from above with the VTOL you win from doing the nuclear sidequest...that would be pretty spectacular. You could just ignore the rigs and kill the boss and then fly off. But again, I haven't tried it.
If you could skip the whole SCUD thing that would be nice but it's something I tried before my original run because it's be so obviously good. No dice. Unless someone else knows how?
After getting the key card and the big lab explodes maybe find a way to go backwards instead of going through the long ice valleys / tunnels. High fences though...?
It was funny in the first area after I killed the processor and I was trying to get through the portal it bounced me back like 50 feet. I hate the hovercraft physics / controls so, so much.
Comet:
Like I said in the intro, you can just blaze through this level. Get a couple resonators (res) and just ignore everything. Ignore all the green dragons until you have to kill like 50 of them, collect health, keep going, etc. You can do the rocket engines faster. Just ignore everything and pray you can navigate those infernal tiny gates. You only need about 2-3 res for the final boss because his enemies / arms drop some as well and you can kill his last form with missiles / shotgun (or whatever it's called) pretty fast.
Even if all this worked I don't see how you could pull off sub 1:45ish though. Any ideas? LeCoureur?
An informative post about the game's bizarre internal timer from this thread...
Quote from bushwacker:
Okay, the game is Body Harvest for N64, and I am now officially requesting to Radix that the in-game timer be ignored for the timing of Body Harvest runs. Of course, Marshmallow already has a run at 2:22 by the game timer, so that would probably need to be re-timed in light of my new run...
The reason for this request is that the timer is a little bit screwy. I very much doubt Marshmallow knew about it (didn't mention it in his comments or anything) so his game time would have probably been affected.
First off, the timer starts running from pretty much the second you turn on the game. It runs during the opening credits ("DMA"), during the text scroll that gives the background story of the game, and when you're selecting which file to play. Since Marshmallow let the DMA screen and the text scroll play fully through, approximately 1:15 was added onto the game timer. Also when he was entering his name when creating a new file, he messed up and had to retry entering his name, which added several more seconds onto the timer.
Second, on every subsequent segment that Marshmallow recorded, more time would be added onto the timer (several seconds) during the game opening and file selection. If he left the game sitting there so he could set up to start recording, even MORE time would be added. Fortunately I was aware of all this when I recorded my segments, so I had an unfair advantage: I minimized the time added onto the timer by starting a file, then pausing and selecting "quit" to return directly to the file selection screen and thus avoiding the "DMA" screen and the text scroll.
Third, the timer does NOT run when you're inside a building. Even knowing this, I made an effort to spend as little time as possible inside buildings to collect ammo or health. In and out, as fast as possible. Meanwhile Marshmallow collected a lot of unnecessary ammo from inside buildings, not even knowing that it didn't add any time on. It just seems unfair to me that someone could waste a lot of time inside buildings without even being penalized for it.
Fourth, the timer does NOT run when a block of text appears on the screen. Someone who clicked through all text as fast as possible would have the same time as someone who was careless and let the text sit there so the viewer could read what it said.
Fifth, each time the game is paused (only while outside), the timer adds on approximately 3 seconds for no apparent reason. Marshmallow often paused to check the game's map and align himself for a long flight somewhere, and each time he did, he lost 3 seconds. I knew about this and made a deliberate effort to only pause while inside buildings to check the game timer without losing any time. This was another unfair advantage I had.
So that's pretty much my case for why Body Harvest should be timed as if it doesn't have an in-game timer, i.e., from gain of control to loss of control. I don't believe that using the game's timer is a legitimate way of timing a speedrun. Marshmallow's time of 2:22 would go higher due to cutscenes and the time spent inside buildings, but so would mine, so it all evens out I suppose. Also this would allow me to legitimately finish my in-progress run by finishing the final segment on a new file, which would be a good thing
Radix, I await your ruling and will answer any questions you have on this matter.
The reason for this request is that the timer is a little bit screwy. I very much doubt Marshmallow knew about it (didn't mention it in his comments or anything) so his game time would have probably been affected.
First off, the timer starts running from pretty much the second you turn on the game. It runs during the opening credits ("DMA"), during the text scroll that gives the background story of the game, and when you're selecting which file to play. Since Marshmallow let the DMA screen and the text scroll play fully through, approximately 1:15 was added onto the game timer. Also when he was entering his name when creating a new file, he messed up and had to retry entering his name, which added several more seconds onto the timer.
Second, on every subsequent segment that Marshmallow recorded, more time would be added onto the timer (several seconds) during the game opening and file selection. If he left the game sitting there so he could set up to start recording, even MORE time would be added. Fortunately I was aware of all this when I recorded my segments, so I had an unfair advantage: I minimized the time added onto the timer by starting a file, then pausing and selecting "quit" to return directly to the file selection screen and thus avoiding the "DMA" screen and the text scroll.
Third, the timer does NOT run when you're inside a building. Even knowing this, I made an effort to spend as little time as possible inside buildings to collect ammo or health. In and out, as fast as possible. Meanwhile Marshmallow collected a lot of unnecessary ammo from inside buildings, not even knowing that it didn't add any time on. It just seems unfair to me that someone could waste a lot of time inside buildings without even being penalized for it.
Fourth, the timer does NOT run when a block of text appears on the screen. Someone who clicked through all text as fast as possible would have the same time as someone who was careless and let the text sit there so the viewer could read what it said.
Fifth, each time the game is paused (only while outside), the timer adds on approximately 3 seconds for no apparent reason. Marshmallow often paused to check the game's map and align himself for a long flight somewhere, and each time he did, he lost 3 seconds. I knew about this and made a deliberate effort to only pause while inside buildings to check the game timer without losing any time. This was another unfair advantage I had.
So that's pretty much my case for why Body Harvest should be timed as if it doesn't have an in-game timer, i.e., from gain of control to loss of control. I don't believe that using the game's timer is a legitimate way of timing a speedrun. Marshmallow's time of 2:22 would go higher due to cutscenes and the time spent inside buildings, but so would mine, so it all evens out I suppose. Also this would allow me to legitimately finish my in-progress run by finishing the final segment on a new file, which would be a good thing
Radix, I await your ruling and will answer any questions you have on this matter.
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