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Psychochild: 2009-03-13 12:46:23 am
Yeah, yeah.  I'm starting to notice a pattern too when it comes to games I'd love to commit myself to that I know I have no business committing myself to in the first place.  Namely, they're all obnoxious as hell luck-ridden pain in the ass games to actually speed run, to the point of driving me to a state of mind that could be best described as murderous rage.

Anyway, MadWorld was released all of several days ago for the Wii and beaten... not so long after that.  My first playthrough ended up only clocking in about four and a half hours, which most likely could've been under four if I didn't insist on spending so much time in Little Asian Town before moving on to Mad Castle. 

That number as far as I'm aware doesn't appear to count menu or cutscene time - But I could be wrong and I'll be double checking shortly to confirm this.

//Small edit:  Toying around with the timer, it appears that Power Struggles (Mad World's version of the QTE) do -NOT- take away time from the Time Limit listed in the pause menu.  I didn't get to the end of the stage to confirm this 100% as the game locked up on me somewhere around a genocide on the Turbinator, but eh.

This is a good thing for runners, since although Power Struggles don't do nearly as much damage given how long the animations go on for, Gang Leaders and Bosses are almost always vulnerable immediately afterwards for some quick Chainsaw/Weapon blows (And there's no penalty either for ending up getting caught in an annoying to avoid (Albeit still very beneficial) Power Struggles such as Little Eddie's, who likes to snatch the player at random).  This may also mean that animations such as stabbing a sign post into someone's skull, the animation on the Man Garbage Dumpsters or the much longer, multi-hit murder animations such as slamming someone against a Rose Bush will not penalize the runner, so there's really -nothing- stopping the player from going all out with decent route planning and consistent strategies for getting the high points.

On a similar note, Blood Watch Challenges also don't seem to affect the pause menu time limit either, which means they're... pretty much mandatory as they're essentially free points, unless again the Total Stage time that appears at the end of the mission is NOT the same as the time limit.  Either which way, I hate to be the bastard who has to figure out how to work the Moneyshot Challenges to get high scores consistently. 

I'll confirm it tomorrow, as of now, I'm going to bed.

//End of Edit.

Progress in any given stage is driven by the amount of points you earn which get modifiers depending on how long you can draw out someone's suffering before you ultimately kill them, along with how many other poor bastards you can take out at the same time to really boost your score further (Ideally also suffering).  As you reach different score milestones, new weapons, health power ups, distractions, death traps, Blood Watch Challenges (Always good for points, though in a speed run may prove unnecessary) and ultimately the stage's boss become available to you.  Tackle him and you're on to the next stage.

So in the context of a speed run, this essentially turns into having a strategy and a route that would result in the most kills in the shortest amount of time using the environmental hazards and items you can find along the way to get the most bang for your buck, which is definitely why we would need some decent discussion going on here if there's going to be anything of decent quality to come out for this game. 

So, first off... I suppose I should be asking - Is there anywhere here who also has some experience with the title to start trying to piece something together for this?
Thread title:  
I'll see what I can do as this is probably going to be one of the only Wii titles I pick up this year. Already almost done with the game, but I'll try to commit more to this than No More Heroes which I sort of just handed off to Satoryu and left it at that....
Just call me the cynicism machine
If whole sections of the game pause the in game timer, I think SDA will time the run independent of the clock.
I love YaBB 1G - SP1!
A run of this game would take some serious planning due to the point system and somewhat random nature of enemy spawns.

Though most are scripted.

Some crazy ultrakills will be needed to open the boss up quickly!

This will be a fun run to watch if as long as some game breaking glitch/exploit doesn't rear it's head or something...
Quote from Zurreco:
If whole sections of the game pause the in game timer, I think SDA will time the run independent of the clock.


I talked to Mike about it and recorded a quick "Speed-run-y" video of the game for him to look at.  The total time of the video from start to finish was 10:20, but the in-game timer reported it back as 2:18. 

>.>

Final verdict here : We -will- be using the in-game timer, but Blood Watch Challenges would be timed seperately and added to the total time.  It's the runner's responsibility though to tell the admins when these segments start and end, much like if you were sending in a VHS tape.

Alternatively, I do think we should just use the total countdown timer in the top right corner, since that timer never pauses and it gets around the problem of -some- challenges being split into Rounds (Which would add further to the time) while others aren't (And again making it the runner's responsibility to get those times written down), but hell, at least it's a fair compromise. 
Yeah, timing is going to be an issue no matter how you slice it  ;). I did a test run of the first stage as well and got roughly 11:48, while the in-game timer said 3:21. The real task here is figuring out how to get the most points possible with the fewest kills possible and, if it can be done, make it to the boss without needing to do bloodbath challenges.
I love YaBB 1G - SP1!
I'm going to play and beat the game today to learn all I can about playing it "quickly"
I love YaBB 1G - SP1!
Okay, I haven't beaten it yet...(other people that would be offended are in the house, so headphones give headaches...)

But here is what I've learned so far.

BOSSES

Most bosses can be defeated quickly by circling them until they do an attack, very closely. When they attack, either dodge and chainsaw, or PRAY that it's a power struggle. If you get 4 or 5 power struggles in succession, you've won in less than 1 to 2 minutes most of the time. If you chainsaw and they dodge or counter, just spam nunchuk and then wait for a wiimote prompt, as they usually want to power struggle next.

ENEMIES

Stunning enemies is great, but poles can be used to set up several "complacent" enemies for huge scores. Great for Zombies. Also, if you pick up a person then release A, you can practically set them where you want them then line up enemies.

So what to do with that? Pole a bunch of enemies, pick them up and set them infront of some sort of preferrably large hazard, then throw one enemy through all of them for mega points.

Using this method I opened up the mingame and boss in the Ninja level before even rescuing the first Geisha. Nice. For those curios, I used the gong as my hazard that I put them all into. Didn't take long at all, and I was DUMBFOUNDED as to how I got so many points.

SPECIFICS

Getting turned around is too easy in black and white...

Also, you can exploit the AI of the Shamans boss. Just kill a few wolves, run upstairs, and stand on the opposite end of the table. He will run into it trying to get to you, but can't. Hop over and chainsaw from the table top. He will dodge, and 90 percent of the time Howl. If you are near or he runs close enough, immediatley swing the wiimote down (you can spam, the game doesn't care) and you will enter a power struggle. The MORE WOLVES you kill before you start the struggle the less you have to deal with him throwing at you, so just chainsaw them.

Also, landing on trucks in turbo with the motorcycle kills them.

In the zombie level, if you rack up 2 or 3 Zombies near the long table, then throw them down the table, everything they hit will add points, and if there are multiple going down at once, it's all the better once they reach the fire.

I'll come back when I've beat the game.
Edit history:
Psychochild: 2009-03-16 05:17:18 pm
Quote from FinalDragoon:
Yeah, timing is going to be an issue no matter how you slice it  ;). I did a test run of the first stage as well and got roughly 11:48, while the in-game timer said 3:21. The real task here is figuring out how to get the most points possible with the fewest kills possible and, if it can be done, make it to the boss without needing to do bloodbath challenges.


Actually, the real task here would be more along the lines of planning movement to capitalize on props in the environment, as slamming a prop in a man's skull will nail you about 20,000 points, which you can repeat up to... five times I think on a given target (And again, time stops during those animations from my experience) so the best thing would be route planning to ensure Jack hits those prop spots, lay out the pain across a small gaggle of enemies and ideally be able to finish them individually or much more ideally, being able to launch multiple people in such a state to get a Multi-Kill bonus against a murder prop, such as a Man Garbage or a Catapult. 

Or sometimes if you have the means, skip the "Doling Out The Pain" nonsense and let the enemies all but kill themselves (See: Meat and the death trap in Frank's Lab)

Contrary to that, however, my video involved abusing the Spiked Train, as you have a Cash case on the set of boxes leading up to the Blood Watch challenge and an easy to access murder trap nearby.  You don't have many devices to hurt people right next to that platform, but ideally you already have roughly a million points from an exceptional Turbinator Challenge - Kill the grunts as you go into the station, one with the Caution Sign into a basic combo, launch into a Chainsaw Finishing Blow, stuff one into the burning trash can, stuff an enemy with that same trash can and throw him into the rose bush and make it for the the Train Platforms.  Turn right at the first chance you get, work your way down the steps and kill off whoever's by the train to start. 

By the time you kill a few, you've had hit 1,200,000 points, meaning a Bull Crocker is going to spawn.  Keep slamming individuals into the rose bush until he shows up, then engage him with his back against the Rose Bush and try to power struggle with him, or just chainsaw him until the game lets you trigger it.  When you win, he'll take a few steps back and he can impale himself against the Rose Bush, giving you both free hits AND a bonus for the Impale.  He'll die with a Super Combo most of the time and, if that's not enough, you can either kill some grunts right on the platform with you (Again, the Rose Bush is right there) or grab the cash case and throw it onto the train tracks to get some free kills as you move to the upper level to trigger the Blood Watch challenge by the time you get there. 

That point on, you just need to score 200,000, which you'll be able to do well before the final round.  Feel free to dick around once your score crosses the 1,600,000 point requirement.

There are a few things to note - The first area, the "Tutorial" area on New Game + doesn't have a score requirement to pass to the next bit, you just need to kill everything.  I try to use Jumping Chainsaw strikes (15,000 vs. 10,000 for a normal one), horizontal ones to get multi-kills here and occasionally combo into launched-baddie chainsaw finishers.  Take the caution sign with you as you go to plow it into some random shmuck in the next segment (Ideally the one croutching by the bus), grab the one within throwing distance to the burning Trash Can (Don't need to mention -what- to do there), grab the can, plop it down on someone else (Either the Caution Sign guy or if luck should have it and he wanders by the man garbage, shoot for anyone else) and if the opportunity presents itself, double-kill someone when you case the Canned enemy into the Man Garbage. 

On new game mode, most of that still applies barring -annoying- tutorial bits, you can jump over the stacked up cars by default to skip the basic movement, Chainsaw, etc. BS and power through the rest of the tutorial like normal.

And there -is- an exploding barrel on the higher tier of the Train Platforms - If you feel daring, maybe you can work that into an absolute slaughter next to the Spiked Train by whoring the Cash Case, but I was too lazy to try it myself when making my half-assed attempt.  Would be SPECTACULAR though. 
I love YaBB 1G - SP1!
So what is with "kill efficiency" at the result screen?

Also, the Katana does insane damage, as the double chainsaw probably does too.

Anyways, would new game + runs be doable? I doubt it, because it lets you play ANY level right off the bat.


Gonna review the game for my website, then mess around with it some more. Taunt is your friend, and Zombies are the BEST. Why? They don't block, and grabbing is essential. Plus, they don't die unless their heads are damaged, so you can easily do LOTS of horrible things to them before the coup de grace.

Shit. I better hurry up and finish this game before the run comes out.

Are the Mini games optional though?
Quote from Gojira345isDante:
So what is with "kill efficiency" at the result screen?

Also, the Katana does insane damage, as the double chainsaw probably does too.

Anyways, would new game + runs be doable? I doubt it, because it lets you play ANY level right off the bat.


Gonna review the game for my website, then mess around with it some more. Taunt is your friend, and Zombies are the BEST. Why? They don't block, and grabbing is essential. Plus, they don't die unless their heads are damaged, so you can easily do LOTS of horrible things to them before the coup de grace.


Considering the way the game is setup, it's entirely possible to submit individual level runs as well as full segmented runs and full single segment.
Quote from illuminated:
Shit. I better hurry up and finish this game before the run comes out.

Are the Mini games optional though?


Most of the time.  The first stage is the exception as it's designed as a Tutorial stage more than anything else so both challenges are directly in your path, the second managing to do so because it rests right where the Boss Bell drops down, so you -might as well- get the 200,000 points in it than to get 1,600,000 and be forced into it anyway.  I think the Geisha House's Fireworks BWC (Fuck Blood Watch Challenge) may also be directly in the user's path - I never bothered to go around it to this point since it's an easy one to Perfect.
I love YaBB 1G - SP1!
Props to whomever does a single segment.

I attempted to beat the game in one sitdown yesterday... my head hurts.

I got lost a few times, and when you don't kill anything for a long time, the lack of color causes eye strain.

This game hurts.


Maybe if someone is speedy enough, 1 and a half hours possible before the headache sets in?

That would be my goal. I have to take Tylenol if I play longer than that....
So, the in-game timer is being used? That would certainly allow for more entertaining runs, as it would be better to do the contextual attacks compared to normal attacks. Of course, the video of the run would probably end up being several times longer than the time on the run.
I love YaBB 1G - SP1!
Eh, well so are metroid runs....
Quote from Gojira345isDante:
So what is with "kill efficiency" at the result screen?


The average amount of points you earned per kill. Obviously for a speedrun you'd be doing everything you can to jack it as high as possible.

And bosses as mentioned would be easy as hell. Just memorize the power struggle actions and everything except Frank (since you can only do 2 struggles with him) and I think
the Black Baron
has few struggle opportunities.
I love YaBB 1G - SP1!
If you stay in tight with the last boss, and spam a to attack as he's just finished a move, you often get a power struggle prompt as he tries to counter you.

At least that's what happened to me...
I love YaBB 1G - SP1!
For any speed runners of this game...



I was playing the second level, and did the "human dart" deathwatch challenge to open the boss fight.

Well, I managed to get it set up to where most enemies would stay away, and only one at a time would approach me. I positioned myself in such a way that I was either getting good points or bullseye every time.

I had the bullseye itself center screen, and I was behind the sewer cover by about 10 feet, and off to the left of it, between it and the curb.

For some reason, if you herd them there and then run there and position Jack so that he faces slightly towards the dartboard, only 1 to 2 at a time will come and you can just rack it up.

Of course, with a good enough route you will probably not even need to do this.

Also, is there any way to prevent someone from bleeding out when signposted? I tend to accidentally kill them as I set up for 2 to 3 guys with posts and barrels to go into a rose bush...

.... Anyway, gonna cut this short since I managed to delete my first message:  I recently pulled off a 1:50 on Little Eddie's stage, though there were a number of small issues that killed my time.  With a bit more polishing, you could easily hit about 1:40 which is as good as you can get on this map.

Note that I got that time with the Katana which means the Little Eddie fight is shorter, but the route itself is unaffected by the Katana.

Part of it has to do with a much more optimized first and second room fight (More multi-kills and whoring both signs right off the bat in the first room, then killing the first baddie you run into with a toss to the right burning trash can, running left to dunk another guy into the burning trash can on the left side near the Spiked Bus strip, then using that trash can on another person and murdering them against the Rose Bush).  And the other part is by... well... ending the Turbinator with 1.1 Million Points, requiring a Genocide and a few slaughters/massacres mixed in to reach. 

From there, it's a straight run to kill a few grunts with the burning can/sign post/melee combo and finisher in the first room of the station and making a bee line for the Spiked Train to kill the Bull Crocker on and finish the stage.

Now to try recording it -again- and not having the capture get absolutely fucked up.  I'll post it when I get all the kinks worked out. 
Hm? Is there a way to skip the tutorial in Little Eddie's stage? Because I thought that added to the time too.
Quote from Deathborn668:
Hm? Is there a way to skip the tutorial in Little Eddie's stage? Because I thought that added to the time too.


... Forgot about the Tutorial since I'm doing my route planning in New Game +.  You can skip the first part and jump over the cars, and I believe the time stops for the messages when control's stripped from the player, but you still have to put up with some crap in the first room.

Eh.  Worst comes to worst you just have to farm some more in the second room.  I do have to wonder if the Spiked Bat's worth the detour or not in that stage too if you're playing New Game....
I love YaBB 1G - SP1!
Ladies and Gentlemen...

We have one of our first exploits


http://www.gamefaqs.com/boards/genmessage.php?board=946343&topic=48807267


Zombies rule!
That's not a glitch, and it's absolutely worthless. Suppose you've racked up a 200,000 point combo on a particular zombie, and throw him in the dumpster.
The dumpster extends the combo to 220,000, he regenerates and you throw him in again. It increases to 240,000.

Repeat until satisfied. However, the points are only awarded to you when you actually KILL the zombie. You don't get 200,000+ points each time you throw him in the dumpter. This means that for five seconds of work you're only earning 20,000 points.

Essentially you score more points running into a crowd of zombies and going crazy with the chainsaw. I can get 20,000+ points in less than 5 seconds with minimal difficulty. This "glitch", if you can actually call it that, wastes an immaculate amount of time.
SDA Apprentice -- (3-1)
A speed run on madworld is pretty straight forward and can easily be done in one sitting...

you have
9 stage where you go around killing random people
2 Motorcycle stages
3 stages that go straight to the boss

14 stages in all...

The simple things to keep in mind for an effective run would be for the following:

1) Coming up with ways to combo your kills together to have higher points... True, Zombies can take a few lamp posts too many to the head and still can walk around... I mean come on, they are zombies after all... So in that part of the stage, it would be easy to expolit that to get to the boss asap... But on other stage, you have to be more, creative if you want to get to the boss...
2) The best ways to attack bosses without getting hit too many times and enabling the power struggles to take away a big chunk of their health... not much more to say here...
3) For the motorcycle events are a bit harder to say on how to approach... the first event isn't really needed to go on a killing spree since your main goal is to drive to the boss, while the 2nd one does want you to go on a killing spree... If I'm not mistaken, if you hit a ramp, it does make you go faster and can be used to land hard on your opponent and take em out in one hit... Another thing I could tell is that when you pull up next to someone, you do seem to slow down so that you can hit him off... There are a few situations that I have come to notice... 1) if your opponent is already on a side when you approach them, you could actually see for hitting them off and from there you can finish off your opponent and be on your way again fast... 2) it is more effective to approach your opponent on the side with the chainsaw since the chainsaw has a faster kill animation (compared to jack grabbing his foe and tossing them) and works better on a hit and run... 3) last situation is the most annoying... if you approach your foe, they could take their time with getting out and attacking you... I could't really tell if they get out first or not, but if you get near someone, be sure to end it fast...
4) The Idea of Bloodbath challenges are a bit of a coin flip... you have your good and you have your bad and it can work in both ways for someone trying to speed through the game...  The good thing about bloodbath challenges is that the kills/points you get in the bloodbath challenges do contribute to your main score, and some of these challenges do give you an unlimited supply of guys to use to raise your score... So if you do one challenge, it could raise of your score by alot and it would only be 1-2-3 minutes depending on how long the challenge is set for... However at the same time, the bloodbath challenges can mess up a few people since some challenges are in the way and not really anyway to being able to pass it, and some challenges are just plain difficult (the bloodbath challenge I hated the most was moneyshot... having to pinpoint your shot so hit the target is very hard...) also along side with that, any kills you perform outside of what you are suppose to do (chainsawing a person during a challenge) doesn't give out any points, so if you do bad on a challenge, you pretty much wasted your time... Overall, if you do a bloodbath challenge, it is better to take your time and enjoy yourself than trying to rush it since your not going anywhere until the challenge is up and you want to make sure that you do get as many points as you can with getting multiple people at a time instead of one at a time (a very good example would be the first challenge, where instead of throwing one person at a time, you can throw one person into a group of enemies to get a higher score... true you do want to take care of all the enemies so that more can show up, but if you take a second or two to aim your shot towards your enemies, you can take care of a bigger group faster than tossing one person at a time...)

If anyone is actually going to perform a run, I'll be happy to help with ideas to get through stages faster...