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Edit history:
tekknej: 2011-10-18 07:57:01 am
tekknej: 2011-10-14 10:09:31 am
I love YaBB 1G - SP1!
woohoo, havent seen much of this run yet, but was following since the beginning, congrats and good job =D

yeah and thanks for bloopers. there's never enough bloopers )

oh and what's the total time at?
I don't know. If you add up the times of all the videos it's about 6 and a half hours, but I have no idea how accurate that is.
I love YaBB 1G - SP1!
that'll do, i just wanted the estimate )

and thanks freakypaddy for compiling the comments, i always am too lazy to do that D:

now i want to watch the previous 100% run and this one. i wonder if i should watch them side by side in segments or just one after another... or maybe that's a bad idea since it will took like 14 hours straight =D
Edit history:
Patrick: 2011-10-30 04:26:40 pm
Patrick: 2011-10-30 04:25:12 pm
Patrick: 2011-10-30 04:16:13 pm
Patrick: 2011-10-30 04:15:31 pm
Dear tekknej,
I advise you to better watch one segment at a time and only if you feel like it. Speedruns of very interesting games are rare, remember that. :-) Of course it is better to watch CannibalK9's speedrun first, as it is more enjoyable to spot the improvements than the mistakes.
"side by side" – I have not compared the strategies used, yet (I have watched ten segments). However, Silmaranza wrote that the routes were very different.
I recommend: Watch both one after another and take notes when which mission is done in each speedrun. Then you can compare the exectution and strategies (and then send your  observations to Flip ;-P).





'progress stats':

Oh, yeah it might be interesting to show the current stats. I actually kept track of that, so here they are after every segment so far. I guess I'll do that after every segment I post from now on. DP stands for days passed, I guess you can work out the rest on your own.

Seg 1 of 17: 3% - M: 2/73, IE: 1/32, EV: 1/7, Paramedic, Taxi Driver: 10/100, DP: 2
Seg 2: 9% - M: 9/73, HP: 10/100, R: 1/20, UJ: 1/20, EV: 2/7, Firefighter: 20/60, DP: 3
Seg 3: 13% - M: 16/73, HP: 14/100, UJ: 3/20, IE: 3/32 EV: 3/7, DP: 4
Seg 4f (4 and following): 19% - IE: 7/32, Taxi Driver 96/100, DP: 6
Seg 6: 31% - M: 23/73, HP: 20/100, R: 2/20, UJ: 7/20, IE: 12/32, Taxi Driver: 100/100, DP: 8
Seg 7: 34% - M: 26/73, HP: 22/100, R: 4/20, Vigilante: 20/60, DP: 9
Seg 8: 41% - M: 33/73, HP: 30/100, R: 6/20, UJ: 8/20, IE: 14/32, DP: 10
Seg 9: 50% - M: 43/73, HP: 46/100, R: 8/20, UJ: 10/20, DP: 12
Seg 10: 54% - M: 49/73, HP: 49/100, R: 9/20, UJ: 11/20, EV: 4/7, DP: 13
Seg 11: 61% - M: 55/73, HP: 54/100, UJ: 12/20, EV: 5/7, Vigilante: 40/60, DP: 14
Seg 12: 68% - M: 60/73, HP: 61/100, UJ: 16/20, IE: 16/32, EV: 6/7, DP: 15
Seg 13: 72% - M: 64/73, HP: 67/100, R: 12/20, UJ: 17/20, Firefighter: 60/60, DP: 16
Seg 14: 85% - M: 65/73, HP: 75/100, R: 15/20, UJ: 19/20, IE: 32/32 DP: 17
Seg 15:88% - M: 67/73, HP: 77/100, R: 17/20, UJ: 19/20, Vigilante: 60/60, DP: 18







1

No surprises really, pretty much the same as Daniel's first segment. The beginning isn't perfect (the Stallion is horrible! =( ), but Paramedic went quite well (talk about horrible cars) so I was ok with it. If you plan on watching the whole thing, some comments on it:



I don't use the siren. It makes the traffic even more unpredictable than it already is. You'll see that all small mistakes are mostly the traffic's fault, but the siren makes it much worse.



On level 10 I hesitate a bit after picking up the first 2 patients. I was gonna go for another pick up in Hepburn Heights but they were further away than I thought, and I figured I had to make 4 trips either way, so I just went for a drop off.



On level 12 there's a woman behind the fence. >_> Taxi fares spawn there too sometimes. I guess it's a bug in the game, quite annoying. I managed to break it down pretty quickly though, so I didn't lose much time.



After Paramedic I do some taxi fares because I need to save the game around 21:30 for the next segment to start at the right time.









2

Joey's first mission can be done only after 5:00 and Marty's missions after 9:00 so planning it like this made sense. Anything that could be seen as a mistake or holdup before 'The Crook' isn't really important as long as I make it to the phone before 9:00, which I do. But there isn't any mistakes really. Got lucky with the bump that didn't register in 'Mike Lips Last Lunch' though. The jump with the taxi is not easy but after doing it a hundred times you get the hang of it.



The Shotgun rampage provides me with a Colt and a bunch of ammo which will come in handy later. That rampage can be difficult though, sometimes the Triads just don't spawn. But it went pretty well this time. I accidentally run over a cop in 'The Thieves' and get a two star wanted level, but it didn't cost me any time since I managed to dodge the cops on my way to the Pay N Spray. After that I go through the police bribe alley to break off the driver's door since Marty's car will lock after the mission and I want to continue using it.



I do the Uzi rampage in a car since it's easier and there's no reloading. It also gives me the chance to drive over to Luigi for his next mission while killing Triads on the way.





Before commenting on this segment, I should probably mention that I redid segment 2 because I made a slight change in my route. The only difference is that I do the unique jump over the trainstation walkway after I get those packages after Chunky Lee Chong, instead of the rampage. This will come out much better for a later segment. My original segment 2 was really good so I didn't want this one to be any less so it took quite a few attempts, heh.







3

Anyway, got segment 3 done. The only hard bit is the start so it wasn't as frustrating as segment 2. You only have to bring 4 girls to the ball so I use the remaining time to do some sidestuff. You can actually finish the mission earlier by getting all the girls but I figured, why waste time getting girls when I could be doing more important things? (wow, that sounds nerdy! =( )



The mission gives you a police car so I use it for some unique jumps. That first one is a pain in the ass, but the randomness of it going right isn't as bad when you know where to hit it. The rest isn't too hard, I get some packages and then take the second police car to the EV Crane and take the Yankee back because I need it for the next mission. Time used well me thinks!



'Van Heist' really isn't that hard, if you're using the right vehicle that is. I originally had planned to use the police car from 'The Fuzz Ball' but the Yankee is so much better than any regular car, it does so much more damage. It went better than usual though, this is really fast.



After that I do the last two Marty Chonks missions. Nothing too difficult there. Blocking the gate would be no use here because the car always disappears for me for some reason. I'm always on the lookout for rare vehicles and spotted a Trashmaster during 'The Wife' so I took it to the garage.



Then I do 'Cipriani's Chauffeur' and 'Taking Out The Laundry', the latter of which is awful because it's so random. But it went really well this time! Getting in those two police cars earlier gave me 10 shotgun shells that came in really handy here.



After that it's 'Dead Skunk In The Trunk', which is dangerous at the end of a segment because the Forelli's can screw you up real good. Fortunatly they didn't do much this time and I had a pretty smooth ride to the crusher.



I finish by getting a Banshee for the next segment. I'm kinda relieved I got this segment done. It's probably the most random segment of all, so I'm glad I managed to pull off a good one.







4,5

I put on Chatterbox to keep it interesting for both the viewer and myself. Tongue



40 + fares in one go is not easy, but I got a lot of practice with the Banshee so it wasn't too bad. Driving in the rain is a pain though.



I was going to save after the last dropoff in segment 5 because Ammunation is pretty close to the hideout but then I spotted the Securicar so I took it to the garage. Only downside of this is that I had to make a little detour to get another Banshee because I need it for the next segment. Also got some other cars that happened to be driving near the harbor entrance. Too bad my Moonbeam disappeared though. =(









6

Apologies for the delay, I've been really busy and haven't had much time to play, but I finished segment 6 today.



http://video.yahoo.com/watch/5029990/13375313



This was a really hard segment to do, mainly because of the extremely random 'Turismo' mission. It's actually much harder than you might think if you want to do it without any major mistakes, which is what I wanted. This is why I put it at the start of a segment, I have restarted so many times just because of a car suddenly crashing into me. The randomness of the traffic is no fun. =( Fortunatly it's nighttime so there's a bit less traffic on the streets. It went really well this time, it's actually my second best time ever (I did a 130 once).



Less traffic on the street actually works against me in the rocket launcher rampage after that, but there's also almost no people walking the streets which is really helpful because they usually start vigilanting and there's no way to kill them without killing yourself. The unique jump right after that is a tricky one. It wasn't perfect this time, but I managed to stay on the track and do a decent jump off at the end.



From here on, I need to start looking out for Import/Export cars I still need. In this segment, I need to find a Moonbeam, Flatbed and Bus or I restart. You'll see that my routes on the following missions (The Getaway, Salvatore's Called A Meeting, Chaperone..) aren't optimal, that's where I try to help my luck a bit by driving through Chinatown where the cars I need usually spawn. And it works! Smiley



I found both the Flatbed and Bus at the same time during 'The Getaway', haha. I had to make a choice there, so I went for the Flatbed because it's a bit more rare than the Bus for me. Taking a vehicle to the garage during this mission is actually quite tricky, because the Kuruma parked there has an alarm like, 90% of the time and that usually results in a wanted level which I can't have.. but this time it didn't! Extremely lucky because there's a police car right there when I exit the harbor. The mission went fine also. I park like that at the bank because one of them usually gets killed (I really wonder how, they're the only ones with guns..), so the other two will both get in on the right side, which makes the drop off at their hideout faster! Yes, it saves practically nothing, but it's fun to plan like that. Wink



I tried out quite a bunch of different strategies for 'The Pick-up', and this one proved to be the most reliable. I need to fire at least one shot before getting in the car or else the two at the end of the alleyways won't come running. If the shotgun blast hits the guy in front of me it's a plus, but it's really not necessary. It goes nice and quick this way.



In 'Salvatore's Called A Meeting', I take the alleyway next to Ammunation on the way to Toni and get a wanted level, which almost never happens! I had already found all the cars I needed for the garage by this time though (which saves me a trip through Chinatown on 'Chaperone'), and the star disappears quite soon, so I let it go. It costs me about 5 or 6 seconds, but finding the Moonbeam, Bus and Flatbed at pretty much ideal locations really makes up for it a lot.



On 'Chaperone', I use the Cheetah that is always parked at the party to do some unique jumps in the area while Maria is shaking her butt. Wink The Cheetah is far superior to the Banshee when it comes to jumps. That last jump is a pain in the ass though, I sometimes make it onto the second warehouse but usually I fall inbetween them, like now. Fortunatly I can afford it though, since it's the last jump and it's only a short walk back to the limo, so it doesn't cost much time.



'Cutting The Grass' is an easy mission, but I made it a bit harder for myself by getting the package near the taxi. Jumping the taxi out of that area sometimes works like a charm and sometimes it flips your car over, seems to be completely random. It's somewhere inbetween this time, but it worked so it's all good. I don't have much time to spare to get to Luigi's club in time, but I made it. A Stallion crashes into me on the way there and I was really afraid my Taxi would be too messed up, cause then Curly Bob won't get in. Luckily he did though, but I probably couldn't have taken another bump.



I finish by doing the last four taxi fares needed for a 100. Curly Bob has to be killed quickly otherwise he'll shoot his shotgun at my car and then passengers won't get in. Almost flipped the taxi too by a totally random bump. =/ I finished at the car showroom so I thought I might as well take the Banshee for the next segment.



Heh, I'm ranting again. Oh well, I promised to be detailed so there you go. Feedback and comments are always appreciated!









7

Quite a boring segment actually, not much to say, but believe it or not, this took the most tries so far. Pretty much everything is very random and unpredictable which makes it hard to practice consistently.



'Trial By Fire' is basically a rampage, but the flamethrower is tricky. You can burn yourself and when you flame a car, they'll speed off and sometimes run you over. It went pretty well here. The rampage right after that is so much easier in a car than on foot, but the Banshee can't take much so their shots can blow up my car. Whenever a Triad van spots me, I need to get out of there cause they'll destroy my car in no time. I would only accept if I managed to beat the train when jumping from the tracks (it always comes at the same time). I usually just make it before the train, but this time it's quite far away (you can see it coming in the distance), so that adds up to a pretty impressive start! Smiley



'Patriot Playground' isn't that hard if you know what to do, but there are some tricky parts. My route is nearly identical to Cannibal's, with one slight change. I don't really care how fast it is, as long as it's done. I don't like doing these off-road missions much.



I'm not very good at aiming, so using the AK is a pain in the ass for me. The rampage went pretty well though, I use a trick to avoid being shot to death and have them pile up under me at the same time for easy kills. Used my health pretty well, haha. More AK-ing in 'Triads And Triabulations'. My shooting wasn't great, but could have been worse, so I'm happy. I got very lucky running into that cop car. I have Vigilante planned after this and if I don't find one during this mission, I go for the ones at the police station (which is also why I take this route), but they're usually locked.



Vigilante itself was kind of poor. I got pretty unlucky with the spawn points of criminals. Finished it in about 9:40, I managed 8:30 once. Oh well. I also screw up in the end, going the wrong way cause I didn't realise I was done already, haha. Too busy being excited about finally finishing this segment succesfully.







New and improved! Segment 7:



http://video.yahoo.com/watch/5698771/14933140



The other one is still available as well in case anyone wants to compare. Apart from a few strategy revisions, the basic route is the same. I watched l2ebel's any% run again for some tricks that came in useful. The first part until the AK rampage is pretty much identical (in strategy as well as time), from there on there's much improvement. I do the rampage the same way as Cannibal now, I could never pull it off that way and I really don't know why now. Finished it almost 40 seconds faster. The shooting in 'Triads and Triabulations' is better too. I also use a different route that is a little bit faster.



Vigilante is where I improved most. I use a new strategy where I restart whenever I feel that the criminal is too far away. You'll see it works out quite nicely, although I must admit I was insanely lucky with spawn points this time. Finished it in 7:54, an improvement of 1:46, and the entire segment is 2:31 minutes faster. I hope you guys are happy, haha, I won't be doing it again. The only bad thing is the trip to the first Triad warlord (although the 360 spin looks pretty awesome, heh), and the fact that I had to listen to MSX through the entire 'Patriot Playground'. It gets on my nerves. =(









8

I managed to get this on my third try, which is ridiculously lucky because the end of it is entirely based on randomness and I've never been able to do this segment this fast in my test runs. The first 20 minutes or so is completely unimportant for the segment time, since the only thing that matters is the time I reach Staunton Island and accept 'Sayonara Salvatore'. I arrive there in the 2:00-3:00 period and I'm 99% sure it's impossible to get there in the 1:00-2:00 period. I also have to get there before 2:40 otherwise I won't have time to deliver the Blista and get the package in the subway. So as long as I managed that, any mistakes wouldn't matter at all.



None of the missions are random, so completion time will vary minimally. What decides if I'll make it are the rampages. I had about 2:20 to complete both of them, so 1:10 per rampage on average, otherwise I would be too late. The rampages aren't easy either, so it was quite challenging. Fortunately they both went really well this time.



Not much to say about the missions really. In 'Big 'N Veiny' I drive over the grass in the beginning because that bend is evil. During 'Maffia Massacre' I keep watching the Kuruma to make sure it's there, I need it for the next mission. I use l2ebel's old strategy for 'Bomb Da Base' simply because I couldn't pull off his new one. I don't think it really matters though. 8 ball starts running after the first shot and I think he runs at a constant rate after that.



The time of the segment is determined by the end bit. I'd allow myself one trip up and down that road to find a Diablo Stallion (for later), otherwise I'd restart. After that I need to find a cop to shoot because I need a cop car for the next segment. I got very lucky to find one just outside my hideout and have a police car actually follow me into the hideout area. That has never happened before in my test runs, so this is pretty much as good as it can get. It's kind of a shame I got it so quickly, haha, this segment was really fun to play.



Whoohoo, done with Portland. Smiley











9

Sorry for taking so long but this is by far the hardest segment of the entire run, including the ones still to come. This is because of several things, I'll try to keep it short but probably won't succeed, heh. Tongue



I start off with Bling Bling Scramble, the most random mission in the game. There are 3 completely random events that have to go right. First is the appearance of the Cheetah, if he is the last to show up I restart because that means he got stuck behind a trafficlight pole and it'll take him ages to figure out a way around it. Second is the route of the checkpoints. There are 2 routes, a fast one and a slow one. If I get the slow one, I restart. Both of these events have about a 50% chance of going right, so that's a 25% entirely luck dependent chance that the first minute of the segment succeeds. Nice. Smiley



I get 7 checkpoints, which is enough to win. After that I go and do sidestuff and let the others finish the mission. This is the third random thing. They can be very fast or very slow. If they're not fast enough, I restart. Fortunatly, this mission features the most retarted drivers ever to appear in a video game, so you can imagine that this isn't frustrating at all. All this, along with the unique jumps I do which are not at all easy, adds up to about a 3% chance of this first part going right. Good stuff. I love the finish here though.



I rigged the cop car with a bomb for a later mission, but it often disappears during the sniping part of 'Under Surveillance'. >_> I tried parking it at different locations but couldn't find a consistent spot, so there's another random thing.



The Yardie sniping rampage is pretty hard. I get the package in the car park first before actually starting the rampage because that area is Yakuza territory and when you pick up the icon, Yardies will start to appear while Yakuza are still walking around and that almost always leads to them fighting, making the rampage impossible. The intersection is also a good spot because I have 3 directions to look. If a cop shows up, I might as well restart because that makes it undoable, and on top of that, the rain doesn't help either. It went pretty well though, I'm happy with it.



Grand Theft Auto is not very hard, just have to pay attention. I would restart if I got any damage. I also thought of saving after this mission because of 'Paparazzi Purge' coming up, but that would mess up a time restricted part in the next segment (BF Injection).



The molotov rampage is very easy. I had a bit of trouble finding Yakuza's in the beginning but found plenty later on so this is very fast. I have to drive up to that part of road because no people spawn on the road next to the parking lot. The only thing I have to watch out for is burning myself, the molotovs have a very wide and invisible range.



'Paparazzi Purge' can screw you up, I'm being a little bit more careful than normal here. After that 'Payday for Ray' is easy as long as you're concentrated. 'Silence the Sneak' went very well too, even though lobbing the second grenade failed somewhat. It worked so whatever.



My 'A Ride in the Park' route might surprise you a bit at first but the bridge area is much easier from that side and this puts me right next to Ray's next mission. It makes the Landstalker vanish but I want that to happen anyway, it's a horrible car. I just jump out of the park and grab the first car I run into. I just missed the Stretch but didn't lose much time. A Banshee would have been better but the Rumpo is ok. The car I get here decides whether or not I jump over the hill into Phil's place or not. I find the Rumpo too unreliable for that so I take the longer route, only saves a few seconds anyway.



Finally, I take the bulletproof Barracks OL which will come in handy later, and 2 sets of Rocket Launcher ammo. Gonna need that too.



Sorry for ranting again!

















10

*blows dust off thread*



Hello! Yes I'm still alive and going, be it somewhat slow. Sorry for the long wait again, but here's segment 10:



http://vimeo.com/10200353 SaveFrom.net



This part used to be pretty easy until I found out that the unique jump from the carpark CAN be done after 'Multistorey Mayhem'. The jump has to be extremely accurate though, and I couldn't find a 100% reliable method to pull it off. About 90% of the attempts ended there.



After that there's nothing much to comment on really. Most strategies should be familiar if you've seen CannibalK9's run. The BF Injection spawns from 18:00 till 00:00 so it wouldn't have made a difference if I got to that point any faster because I'd have to wait for it. That was the last time restricted thing though I think for the rest of the run.



Smackdown is hard in a way that the spawnpoints of the dealers are completely random, so I have to decide on a route during the mission, and the BF Injection is hard to control and not very durable.



I'll try to get the next segment out a bit sooner!











11

The two main factors in this part were 'Evidence Dash' and Vigilante, both of which went very well! My acceptance level for this segment was lower than normal because it's pretty hard and needs quite a bit of luck.



The replay I play at the start is a trick I got from l2ebel's run. It puts the Banshee in the games' memory which increases the chance of it spawning hugely. 'Evidence Dash' is done first because of the randomness. I would accept anything up to 8.30 on the game clock so this is really good I think.



Nothing too exciting until the Vigilante part after that. Everything is pretty much the same as in CannibalK9's run, accept I don't have to do that jump from the carpark anymore. I took a while to find a Cartel Cruiser but that was acceptable. The crash a bit further is ugly but didn't waste too much time.



Vigilante was simply marvelous. Again, I turn the mission off and on to manipulate my luck a bit with the spawning of criminals. I only accept calls in the lower area of the island, cause the upper part is hard to navigate and has Columbians. I got really really lucky in this attempt with the spawnpoints of the criminals. My average time for the mission is about 12-13 minutes and I managed it in 9 and a half here. By far my best attempt ever.



'Gone Fishing' went through a bit of testing. I found that this is the best way to do it if I want to deliver that FBI Car during the mission. You have to get in a police boat (any one) otherwise the guy won't appear so that's why I do that. I then grab the Mafia car from Salvatore's and take the tunnel back cause that route is actually faster, but the rain screwed me up on the grassy hill a bit. Oh well.




12

*breaths life into thread*

Hi! Anyone still following this? I hope so. Tongue Sorry for not posting any progress for months but the simple reason is that I haven't had any time to run. I have a bit more time now though, so I did some running this weekend and segment 12 is the result:

http://sevenload.com/videos/zkRIqK5-GTA-III-100-speedrun-segment-12

This segment wasn't really that hard to do, I'm actually pretty sure that I put more time into testing than actual running for this part. I got this after about 80 attempts, most of which failed in the first minute.

'Plaster Blaster' needs to go first because of the random route the ambulance takes. It can go one of two routes, away from me or towards me and I want the one where he comes towards me but that only happens about 15-20% of the time..

After that it's pretty easy until the unique jumps. I do them during 'Grand Theft Aero' because this is the only time I'm forced to go to the airport without a time limit. I take pretty much the same route as CannibalK9 for the jumps, but leave some packages for 'S.A.M.' in the final segment. Flying the Dodo isn't too hard, but landing it can be tricky. It went alright here I think.

'Escort Service' is the mission that went through more testing than any other mission in the game. I literally put hours in it. I found that the way the van is programmed is, that it'll keep going on Staunton Island as long as you are on Staunton Island yourself. As soon as you leave to another island, the van will stop completely. But as soon as it enters the tunnel, it will keep going no matter what you do. So with that in mind I figured out the best strategy to deliver the Dodo, just see for yourself. The two trucks have to be destroyed otherwise they'll blow up the van pretty much guaranteed.

I originally had 'Uzi Money' and 'Toyminator' at the end of this segment, but that was just undoable because of the luck both of those missions require. They're at the start of the next segment now, which also includes two more D-Ice missions, so lots of randomness! I won't post any promises on when to expect it, haha..







13

This is the shortest segment of the run (well, not counting the last one), but certainly not the easiest. It includes D-Ice's first 4 missions, all of which depend on a shitload of luck. So yeah, I consider myself lucky I even finished it.



'Uzi Money' is a pain in the ass. I drive up to my hideout because there's no Hoods vans driving there cause they'll attack you as soon as they see you shooting their gang. I would only accept if I made it out in the car I start in, which is damn hard to do and depends a lot on the spawning of the Nines. 'Toyminator' isn't really hard. Only the last van has a significant influence on the time, because it can be anywhere. I got quite lucky here, this was real fast.



'Rigged To Blow' killed a lot of good segments. You have to drive through the tunnel and back without hitting anything and with the random traffic it's almost impossible. This wasn't my best attempt ever but very acceptable. After this mission the car is locked so I have to run away from the car to leave it open whenever I get out. That explains why I'm a little bit slow when getting out some times. The traffic can mess up the unique jump but it went fine here. If it takes too much damage when landing I usually don't make it through the mission. 'Bullion Run' is tricky, because of the police and picking up all the stuff in one go. It makes your car very slow and fragile. Luckily the police didn't do much here.



After that it's basically what CannibalK9 did, minus the airport jumps that I already did in the previous segment. If you're wondering what happens with the Firefighter missions, I found out that it's much faster to constantly turn the mission on and off because that loads a new burning vehicle instantly so I don't have to wait for it to generate. The only downside of that is that I have to count the fires and that I can't really focus on my driving. I hope it doesn't show too much, haha.



Next segment features 'Bait', lots of car collecting, jumps and rampages. So yeah.. wish me luck. Tongue









14

13% in one 20 minute segment, haha. I was quite surprised myself! I'm guessing it has to do with me collecting all 16 cars for the Shoreside Vale garage in one go. Really nearing the end now!



Some segment comments:



This whole segment is revolved around the car collecting. I do it during 'Bait' because the place I need to go to is close to the garage and it just makes sense cause I have the BF Injection now. The time when I need to be done collecting is determined by the weather in the next segment. That features 'Gripped' and I can't do that during rain, so I had to play ahead a bit and calculate when I had to be done. Turned out I needed to be done collecting at 12:30 in game time, as well as having done all other stuff. That was quite a challenge and requires a lot of luck.



Most cars spawn on the road just outside the garage and the ones that don't appear on the crossroad behind it. I keep collecting until I find a Banshee and then continue with the mission. 'Bait' itself is tricky because you can't really depend on the Yakuza's to do their job properly. I lead them to the shotgun guys but I think the first one got killed right away, haha. Oh well, it worked out. I help them with the last car because most of the time they can't handle it on their own.



The jumps I do are a pain in the ass. Especially the second one has caused a lot of attempts to fail because of the small landing zone. The sniper rampage is a bit glitchy. You can clearly see I hit them by the blood coming off, but the shots sometimes just don't register. Still a very good time though. I was lucky to keep my Banshee all the way through all that too.



I get the armor because I'm about to get slaughtered during the flamethrower rampage. Well usually I do, but I took a surprisingly small amount of hits this time. I usually don't make it out alive, so that was really good. I'm a bit shaky at this point, I hope it doesn't show too much in the M16 rampage, haha.



Critics and comments always welcome!















15

I'm sorry it took so long, I didn't have any time to play and this segment wasn't really fun to do, haha. I only do a couple of things and none of them are really hard but there's quite a bit of luck involved.



For 'Rumble', you don't need to pick up the guy. As soon as you trigger his talk you can turn around and head for the fight. I have to pick up the armor anyway though, so I might as well take him. I couldn't really figure out a good strategy to fight the Nines. I tried to 'cheat' the game a bit with a couple of tricks like blowing up my car next to them etc, but anything that kills them apart from your bat fails the mission, so I just do it the normal way.



'Gripped' isn't too hard, although the dark makes it a little more difficult. I think this is the best route, I experimented with different ones quite a bit. My target time to finish is 3:10 on the game clock so this was good! Note that I'm about a minute faster than CannibalK9. MSX.. Sad Then I do some more Vigilanting, which went very very well! I got really lucky with the spawnlocations of the criminals (I only accept the Pike Creek and Airport ones), and again this is my best time ever for this part of town.



The car almost always disappears when I go to get the rampage icon, so I expected that. I get the armor because I will need it in a bit when I go on a rampage to get a tank. I really like my strategy here. The little walls provide great cover while I keep lobbing grenades over it. At six stars I switch to the flamethrower because the flames go through everything and kill the soldiers when they exit the tank. Then I just use the tank for the Shotgun rampage on my way to the hideout, which makes it a piece of cake.



Nothing else to say about this I guess.. just two more segments to go! Next one should be fun. Smiley













16

Hello! I don't think I've ever had this long a break between segments but whatever, segment 16 is here!



Part 1:

Part 2:



I apologise for the low framerate at some points but there's a lot going on in this segment (heavy rain, police chases) that I think causes this so there isn't anything I can do about it.



Comments:



There are a bunch of little imperfections in 'Espresso 2 Go' that cost about 10 seconds in total but I continue anyway cause there's a bridge lowering at 7:00 and it would be no use being there any earlier so no time is lost. I saved the package at the harbor all the way until now because I needed to have something to do while the tank is being loaded onto the ship. I then go for a quick check up to avoid the glitch that CannibalK9 ran into. You can see my money go up and the icons appear when I get there.



'Decoy' is very rough (usually they're much less aggressive) but it doesn't matter cause it's on a timer and I get everything done that I have planned. The mission gives you 15 free seconds to do whatever you want when you exit the van so I had a nice route planned out with a whole bunch of stuff but that didn't work out since the helicopter will destroy the Securicar fast if you don't have a place to hide it under. So now I only get that one package that is really out of the way and some armor for later.



My strategy for 'Kingdom Come' is the fastest I could find. I can only use rockets for the first two vans because for the last two the bombers will be too far away from the van to be killed in the explosion and I can't kill them from close up with the rocket launcher so I use my M16. That Stinger is locked sometimes, which is a really lame way to fail the segment but it has happened. It takes too long to take the Esperanto and find a sportscar on the street instead, so I would only accept if the Stinger was unlocked. I got a cool orange one too.



The flamethrower rampage was kinda slow, usually they're more grouped together. It's ok though, and the two Yardie rampages went really well. I had to find a way to do them without the Yardies being able to reach me because they already hate me at this point so they'll come running for me and I can't kill them from close up with these weapons. Works very well this way though.



97%.. almost done!







1 day later:

Right, forget about this one. I thought of a better route for Espresso 2 Go and after some testing it seems to work, so I'm going to redo this segment. It'll be the same for the most part, just the one adjustment for Espresso 2 Go that will save some time.

Eventually ...: :-)
Ok guys, update. So I've been testing with the new strategy I came up with and as it turns out it's not usefull. The new strategy is faster and as a result the segment will be shorter, but there's no point because in the next segment I have to use the lift bridge to get the package high up in the air. In the current situation I will reach the bridge with perfect timing during 'S.A.M' for me to have enough time to get the package, but if I complete the segment faster, I will be held up by the bridge's previous lift. There's about a minute between every lift and I found that I would have to be extremely lucky with everything to make it, might even be impossible. In fact, I wouldn't even be able to get the package in the next segment because the hold up at the bridge would take too much time and I wouldn't make it to the airport in time.

Long story short: I can use the segment 16 I already recorded. Smiley

I will try to complete the last segment soon. In the mean time, I made a blooper reel from all the mess ups, glitches and just general fun stuff I saved from my test runs and actual run attempts. Hopefully that will keep you guys busy for now. Wink Enjoy!




17 and last

Anyway, all done now! Segment 17:

Just the last two missions and all loose ends tied up. Basically the same as CannibalK9's last segment, except my strategy for 'The Exchange' is a little bit different. This way is slightly faster and the climax is more fun I think. Smiley Also note how Maria calls into Chatterbox while Catalina is holding her hostage, haha.

Well that's it! I hope you all enjoyed the show. I'm gonna take a look at the submission guidelines on how to get this thing published I guess. Tongue Thanks for the support everyone!




V1.2 final would follow if anyone wrote the 'progress stats' for the second last segment.
Yeah if you're gonna compare it's better to watch them after each other. Side by side would be pointless because the routes are completely different.

Heh, I wrote completely new comments for the run submission, could have just copied I guess but oh well. The run is in the verification topic now guys, so if you feel like verifying the run please do. Smiley

http://forum.speeddemosarchive.com/post/runs_needing_verification_40_changed_november_1st.html
torch slug since 2006
i guess that this is the newest gta 3 thread... anyway, basically, im wondering about version differences between pc and the console versions (ps2 in this case). ofcourse pc has free aim, faster load times, etc etc, but aside that, are there any that affects speedrunning? the only thing i can think of, is actually about the free aim pc has, its in the mission "paparazzi purge" (i believe its called), on pc you would go down to the docks and just shoot it in free aim with the m16, but since this isnt possible on console, im wondering what their option is, apart from doing it the intended way?
I did it once on PS2. It took me 20 tries. The crosshair shakes like crazy but it's possible i think. If you won't get it you can use boat and drive-by with machine gun but it's much slower. The biggest version difference is loading times between islands I think. Also PC version runs a little bit smoother because of higher fps when there's a lot happening on the screen. And shooting missions suck on PS2.
Edit history:
oasiz: 2012-04-05 01:37:21 pm
Iha paska
PS2 version has less props, some junk and props are missing in the first alley (boxes) that leads to luigi's, also 8-ball's yard has less car scraps. This saves a second or two in total as smashing the car doors off is a little easier due to the missing boxes and you can cut a corner or two.

Other than that, the load times are actually rather similar and physics are very much the same. I timed some stuff with PS2 vs. PC and got very similar results.
The GTA3 TAS is done on PS2 and has a "aim straight" strat for the boat. Not sure if you can replicate this with more careful aiming.

EDIT: indeed, island swaps are different, I'd say about "instant" with PC and around 5-10 seconds per swapwith PS2.
PC version has capped framerate (unless you disable it, but it changes some gameplay mechanics). PS2 does dip down a bit occasionally.
Yeah, PS2 lags hard when you do some missions with explosions, for example rampages.
Edit history:
DJS: 2012-04-05 02:28:00 pm
torch slug since 2006
interesting. reason why im asking, is that im kinda/sorta interested in running an any% on ps2 (no promises though).
i have ordered an copy, and assuming it will be a good one (a good disc so it is playable), i will probably start to learn it more.

does pal vs ntsc affect ps2 games? im in sweden (pal region) so im wondering if the game will be slowed down.

edit: looking at an old 1:45 run done on the ps2, and yeah the load times for missions dosent seem to bad. its weird though, because on vc & sa, its a huge difference.
I play PAL too and it seems slower than PC but I heard some people said that PAL and NTSC are running at the same speed in GTA games. I personaly think it's 5/6 speed but this could be subjective. You should try it yourself. And good luck with the run, especially Dodo flying Grin
DJS - you posted in my GTA3 thread which is newer than this. Smiley

I haven't watched that TAS (can't watch videos on this connection), but for paparazzi purge on PS2 you can go down to the docks and aim just a bit to the right of the boat, then release aim and shoot, your view won't change.
torch slug since 2006
oh yeah, forgot about that one. i thought that one was more for challenge runs like your, but whatever, this works. =)

that sounds awesome and legit, so i will def. try that when i get my copy.

fusik: i can see why people think that, since the producers of gta (rockstar north i believe) are in uk, they would play/test on pal, so i guess its kinda pal optimized. also, to me, vc & sa feels to be running at the same speed. if not, i'll just consider it a pal run.
Edit history:
Ghoti: 2012-04-05 05:25:17 pm
Currently occupying the grey area.
Is there a massive difference between PC and PS2 for game play speed? Because i just timed the TAS strat for Bomb da Base ii against the outdated 1:16:11 on this site, the the tas is around 16-18 seconds slower. It looks like most of the extra time is taken when the car he drives up the gang plank is stopping 8 ball from moving forward. Is the TAS focused on speed, or showing off tricks?
Heavy Metal Powered
The TAS is made by a guy who is not too familiar with the game, he also picks up the baseball bat for Don't Spank Ma Bitch Up where the real time speedrunners ignore it to run the perpetrator over with the car.
That TAS is a joke. It includes missions that aren't even required to complete the game. A TAS for a GTA game is stupid anyway. There's too much randomness, you can never get it 100% optimized.
Edit history:
DJS: 2012-04-08 02:13:51 pm
DJS: 2012-04-08 10:26:26 am
torch slug since 2006
paparazzi purge is no problem for console. as TimeOfDeath said, you can just go down to the dock and shoot it without aiming. =)

edit: i think im gonna switch to over to the original xbox for my eventual run(s), reason being: 1. my xbox is modded, so i can run it of a hard drive, instead of using a disc, will make unfair advantage to other peepz though. 2. the controller, i dont really like the ps2 controller for driving, its just weird.
scratch that ,xbox version is even worse about the controller
This TAS was more like Let's Play. I didn't even watch it. Also Silmaranza how's your run going?
I have no idea haha. I submitted it so I guess they are verifying it now. This is all a first time for me so I don't know much about the whole process. I'll just wait and see I guess.
Edit history:
Fusik: 2012-04-06 04:43:49 am
I think you must wait about 6 months unfortunately. And I mean your Vice City run. It's been a while Sad
Ooooh ok, haha. That has very low priority at the moment, if any. I think I'll probably do it at some point but I'm not very actively working on it right now, so don't hold your breath. Tongue
I was getting worried Wink You should run it sometime soon. You've got a plan, now just practice and record it.
torch slug since 2006
i found a difference between xbox and ps2 version:
on ps2 (and pc too i think), when you dont aim with the m16 and shoot, it shoots really fast, as fast as it does when aiming.
on the xbox version however, it fires much slower without aiming, and the same speed as the others when aimed. this might be a problem in paparazzi purge. i'll try to get a video of this if anybody wants, but i need some rgb-cables for my xbox first if so.
Edit history:
IsraeliRD: 2012-04-08 04:26:45 pm
IsraeliRD: 2012-04-08 04:26:04 pm
Dragon Power Supreme
You shouldn't worry about load times on PS2. On PC we cut every load screen out from timing (that includes island transitions) because it would differ between systems.
For PS2, we'll start timing the moment you have character control and stop when the you press 'yes' to save.

I did talk to Mike and if island transition loading times on PS2 are proven to be variable (let's say you do segment X and repeat it 5 times and in each of the 5 times that transition's length is different) then I'll cut it from timing. That said if the differences are small enough then it's not enough to warrant to be cut out.
torch slug since 2006
Quote from IsraeliRD:
You shouldn't worry about load times on PS2. On PC we cut every load screen out from timing (that includes island transitions) because it would differ between systems.
For PS2, we'll start timing the moment you have character control and stop when the you press 'yes' to save.

I did talk to Mike and if island transition loading times on PS2 are proven to be variable (let's say you do segment X and repeat it 5 times and in each of the 5 times that transition's length is different) then I'll cut it from timing. That said if the differences are small enough then it's not enough to warrant to be cut out.


is this the same for vice city and san andreas, that they are manually timed? it makes sense for gta3 as it dosent have an in-game timer, but vc & sa does have a timer, so i hope that it is still being used.