Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
1 page
--
--
List results:
Search options:
Use \ before commas in usernames
1-Up!
Game Page: http://speeddemosarchive.com/GrandTheftAuto3.html

Segmented 100% run

Verifier Responses

Quote:
Audio is fine.  Video is fine. No cheating detected. The times/stats between saves are consistent. There are a few seconds difference on the day clock when loading is completed but that is consistent with the other GTA III runs.

The runner has used the forum to his advantage in terms of planning, showing progress, and giving and receiving advice. For a first run, this is a yeoman’s work. Not only are GTA 100% runs  rare but the idea of someone taking the time and effort to try to beat an SDA record GTA 100% run is even more so.  CannibalK9’s GTA III 100% is one of my all-time favorite runs so seeing this new run as a whole is both invigorating and disconcerting at the same time. On to the segments!

Segment 1:  Good use of time with the taxi. Paramedic Levels 3 and 4 looked a bit rough but in the larger scheme of things they aren’t too bad. Good job on not blowing all your time getting the guy in the basketball court. That’s a horrendous spawning point. Considering how unforgiving the Paramedic mission can be, good job.

Segment 2: I like your path from objective to objective. The unique jump with the Kuruma over the tracks was unexpected and cool. Solid segment. I wish you would have taken out more Diablo Stallions but one is fine.

Segment 3: Nice use of time during “The Fuzz Ball”. I was a bit concerned that you wouldn’t have time to do the Marty and Joey missions when you  got the Trashmaster during “The Wife” but you were fine. Nice luck with the Forelli and the Banshee.

Segment 4: Banshee Taxi! Shame that trick doesn’t work in the other GTA’s. This segment contains consistent driving, Fernando, and a well done portion of the taxi mission.

Segment 5: Return of the Banshee Taxi! You had some good I/E Garage vehicle spawns right by the docks and you took advantage of it. Good taxi driving as well. The pick-up around 3:15 and the drive up the hill from Supa Save to Marc’s Bistro really stuck out, in a good way. All around good segment.

Segment 6: Great use of free time during “Chaperone”. The songs playing at the party and while jumping are from the original GTA. The runner is consistent in his use of taking advantage of the more random elements of the game. Enjoyable segment.

Segment 7: Good planning and good execution. I never put any thought into the train having a “schedule” but it would make sense for it to.

Segment 8: Wow. This segment is extremely well done, especially the grenade rampage and Sayanora Salvatore, which is one of those missions that is easier to speedrun then to do casually. I was briefly confused when the runner took  the Blista when there’s usually a Banshee and Stinger nearby but then I remembered the IE garage. The great work continues.

Segment 9: Good use of free time during “Bling Bling Scramble” and getting more of the collecting out of the way. I never thought of  using a grenade the car in “Silence the Sneak”. I think putting “A Ride in the Park” near the end of an already troublesome segment is risky but it works out.

Segment 10: Efficient segment. That van in “Smackdown” did not want to cooperate…

Segment 11:  Waiting for the Cartel Cruiser seemed to take longer than it actually did but aside from that, nothing negative to point out. I like the strategy used in “Gone Fishing”.

Segment 12:  “Escort Service”… Between the Cartel Cruiser spawning  in sight, the flight to Portland, and the timing to get to the “Rumpo Rampage” van, this mission run alone is a great example of good route planning and execution. Everything looks good in this segment. I’m not sure why the 100% runners only destroy one vehicle per RC mission. The clock keeps moving during the transition from destroyed RC to new RC. Anyways, good job on this complicated segment.

Segment 13: “Rigged to Blow” is always tense even when playing casually and the runner does a good job of dealing with the unpredictable traffic in the tunnel. It feels like the game isn’t 100% sure how to handle the traffic flow in the tunnel. No
Purple Nines glitch for the runner so that’s good.  I was afraid the runner was going to miss the unique jump during “Bullion Run” or end up in the water after landing but it was all good.

Segment 14: The I/E garage in Shoreside Vale has to be one of the easiest and most convenient garages to collect for in the PS2/PSP era GTA’s. Everything save the BF Injection spawns nearby and the runner takes full advantage of that. The AI in “Bait” never ceases to amaze me… That second car really wanted to go through that wall but just couldn’t. Good job on the Cartel sniper rampage. Sometimes the hats act like shields and that can be bad in the long run. I like the jump to the Banshee after the flamethrower rampage as well.

Segment 15: “Gripped!” with no rain? Brilliant. I feel that the runner could have saved a few seconds during the vigilante by not chasing the criminals when they spawned near the airport and the runner was at the road to the base of the Cochrane Dam  and reset the mission but in a run like this, it’s not a big deal. I like how the last one ended in the tunnel though. I like the tank portion too. The FBI car that got into the park was cool to see. The good work continues.

Segment 16: Creative use of time during “Decoy”. I thought that getting stuck at the lift bridge might prove more damaging. For six stars, the game is pretty light on the player in that mission. I like the strategy for the two last Yardie rampages. Those two can be a pain.

Segment 17: S.A.M. most likely stands for surface to air missile. The dodo is such a great vehicle for this mission. “The Exchange” has always been one of my favorite GTA missions. There are so many different ways one can do it. I like the aggressive near the start and tactical at the end approach. Good thing the Cartel didn’t get one more hit in. What happened to the rest of the credits? It’s good music.

Speaking of music, the runner chose to usually play whatever station was on whenever he got into a vehicle. By doing so, he provided variety and a good taste of each station. Playing only one or two radio stations would not have been an issue in terms of verifying the run but it made the experience far more enjoyable then hearing just a loop of one or two stations, the majority of which are between 20-30 minutes each before looping to the start. GTA games have good songs for each genre used in the game. Thank you for keeping the music choice random .
Overall, this run is extremely well planned and executed. Sure, there are very small mistakes here and there but none of them eats up a noticeable chunk of time, especially where bridge and rain schedules come into play. I accept this run as an improvement over the published PC 100% segmented run.   

Final Estimated Time: 6:37.56 (provided I timed the run correctly).


Of the 3 other verifiers, 2 are AWOL and one got banned...

Decision: Accept

Congratulations to John 'Silmaranza' Breedon!
Thread title:  
Not a walrus
Ahahahah wow.

Grats on the run, though!
Formerly known as Skullboy
Congrats Silmaranza!
Quote:
Playing only one or two radio stations would not have been an issue in terms of verifying the run but it made the experience far more enjoyable then hearing just a loop of one or two stations, the majority of which are between 20-30 minutes each before looping to the start.

Pfft. Flashback and Double Cleff FM are the only two stations the game has.

Also, congratulations on the run. Definitely looking forward to seeing this when it's posted.
Uuhm well thanks haha! :p I didn't expect to see this though, I would have thought that gta runs would usually attract somewhat reliable people. I would have liked to see some more comments from other verifiers but it is as it is I guess! Thanks anyway to the one verifier who did take the time to watch the run and for accepting it Smiley
Edit history:
Warepire: 2012-09-19 01:38:44 am
Heavy Metal Powered
I would have verified it, but I totally missed the short time it was listed in the verification topic (until I saw this thread I didn't even know you had submitted it).

Congratulations to the accept, well done!
Quote from Warepire:
I would have verified it, but I totally missed the short time it was listed in the verification topic (until I saw this thread I didn't even know you had submitted it).


I think that's part of the problem, it was in there for mere hours before it was updated with an enough verifiers caption, and a couple of days later it was already removed from the list. Undecided
Quote:
Paramedic Levels 3 and 4 looked a bit rough but in the larger scheme of things they aren’t too bad. Good job on not blowing all your time getting the guy in the basketball court.


I did several attempts but this was the fastest I could get. I guess you could shave off a minute of two if you keep doing it over and over again but I didn't want to waste to much time on this cause the Paramedic takes like forever and I didn't wanna go insane at the start of the run already!

Quote:
The runner is consistent in his use of taking advantage of the more random elements of the game.


Can I ask what you mean by this?

Quote:
“Escort Service”… Between the Cartel Cruiser spawning  in sight, the flight to Portland, and the timing to get to the “Rumpo Rampage” van, this mission run alone is a great example of good route planning and execution.


Thanks, I was quite proud of that myself!

Quote:
I’m not sure why the 100% runners only destroy one vehicle per RC mission. The clock keeps moving during the transition from destroyed RC to new RC.


I don't know, I always felt that the clock stops for a very short moment during a transition. It might just be me though. But one car is enough to complete the mission anyway.

Quote:
It feels like the game isn’t 100% sure how to handle the traffic flow in the tunnel.


Yeah, true. That's why I avoid it as much as possible but that is the fastest route unfortunatly. I played around a bit with the idea of using the looking behind trick to stop traffic from spawning in front of you but it's impossible to drive that way in the tunnel without damaging the car.

Quote:
No Purple Nines glitch for the runner so that’s good.


This can only happen if there's already a completed game in your save files but I did go and check if they were walking around there after completing the first segment just to make sure!

Quote:
The I/E garage in Shoreside Vale has to be one of the easiest and most convenient garages to collect for in the PS2/PSP era GTA’s. Everything save the BF Injection spawns nearby and the runner takes full advantage of that.


Actually, it's not as easy as it looks, cause the game seems to always pick one vehicle on the list and suddenly make it extremely rare! I've had loads of attempts where this segment failed at this point because I just couldn't find the very last car, so it still does require a bit of luck to complete the list in this short time period.

Quote:
I feel that the runner could have saved a few seconds during the vigilante by not chasing the criminals when they spawned near the airport and the runner was at the road to the base of the Cochrane Dam


It's a decision I continuously had to make on the spot. If you're lucky, the criminal's path leads to Pike Creek in which case I would catch up to him fairly quickly. I considered to only go for Pike Creek spawns and I actually did some testing with that but in the end it turned out to be slower cause you have to restart the mission more often.

Quote:
For six stars, the game is pretty light on the player in that mission.


The game always acts like a four star wanted level in this mission even though you have six stars. I don't know why either. I guess it's because they didn't want you to catch a tank easily? Hmm.. would have made some nice strategy ideas!

Quote:
What happened to the rest of the credits? It’s good music.


I skipped it! Isn't that what speedrunning is all about? I like the ending music too though, that's why I put it in the bloopers video. Smiley
Totally rad
Congrats on the run! Looking forward to watch it. I've done some SS any% runs, and that was tough as hell already, so this is gonna be awesome to watch.
Great job! Finally it got out of verification. I can't wait to watch it! thumbsup
Iha paska
Ace!
Watched all those videos you kept posting and sure is good quality!

This game can really be something special to run.
Playing this game is like Stockholm syndrome, it beats you and punishes you for running it, keeping you as a hostage, while you are pretending that the game didn't mean it and deep inside it tries to be fair.. Stuff like where everything goes fine until there is a surprise car out of nowhere driving 300km/h so he can make it in front of you and suddenly stop instantly. The next session you are still in denial and still optimistic until the game finally crushes all your hopes and dreams, then you get the run... (just kidding)
But I can just feel the pain while watching that blooper reel.

About the comment regarding the spare time during chaperone.. It has a timer that is 10 ingame seconds and that gets started the moment Maria moves her butt inside (disappears) and once you drive away, the timer doesn't get counted. So yeah, you don't need to actually wait as much in there but it's still the best oppoturnity to pull those things off.. at least this is from my experience and what I have found out.

But yeah, after seeing some of the extent of luck manipulation you did, damn...
Congrats man !