1-Up!
Game Page: http://speeddemosarchive.com/GrandTheftAuto3.html
Segmented 100% run
Verifier Responses
Of the 3 other verifiers, 2 are AWOL and one got banned...
Decision: Accept
Congratulations to John 'Silmaranza' Breedon!
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).
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!
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