Well, I got a 26:06 today; I died 3-4 times, though. Speaking of the timer, the PAL version timer is seriously glitchy, since you can get, for example, 0.3 second playthrough in Sheldon's stage, intro varies in a 40-second difference and Turtloid "can be done" in "1:10.xx", apparently. >> The final timer seems consistent, though. I hope so, at least... I didn't get any glitchy readings in this playthrough, anyway, so I'm pretty positive it's consistent. If it doesn't look good, it isn't good, anyway. Back to the point...
Once I dropped into the very first pit there is in Mijinion's stage, once I got owned by the damn bat in the second visit to Inami temple (although, on a site note, I found a more consistent strategy for it a day or so ago), I was once trashed about by Sigma mk. 2's spike that went upwards (the situation was most awkward anyway) and I maybe died somewhere else with insignificant time loss. Also, Gate dragged the fight on for at least a minute more than usual, I did a few practice swings in the last stage and I was a bit iffy on the first ascending with the spikes as I was hit unexpectedly by the first wolf on Gate Labs 1, for some examples of misperformance. I made an impressive run for the energy platform in Inami Temple's secondary area (maybe 0.1 seconds away from death) and completely owned the Dual Cells in four cycles. Technically, it's probably possible to get its health to two slashes away from death in two cycles, but that requires extreme luck. Sub-25 should be definitely doable, jugding from this.
Each mistake gets me more confidence in the long run, with each humiliating experience over the game I steadily crawl towards my final goal.
I'm thinking I might start the recording process before long. From what I've seen, though, the better it gets, the more eager Sigma & Sigma MK. 2 are to put out punishing and awkward situations... it might damage my sanity in the long run. Let's hope it won't come to that, alright? Right...
I have confimed that "dying" while entering the teleport in the Inami Temple does not substract your lives. In short, it's pointless, but pretty funny. Certainly unexpected behavior, anyway. I've had it happen a few times with Zero since the last note on that subject.
So Cauldrath, I realized a while ago that it is simply pointless to look if X can save that reploid, since if you did that, you wouldn't have Ensuizan for the revisit anyway, which is needed to pull off the invincibility trick. If you deem it too slow or unnecessary, though, then you might want to reconsider.
Other than that, I just wanted to ask if you've made any progress with the run. It'd be nice to see what kind of solution you have for the intro, at least... I'm taking the major damage where you're supposed to break the last brick, but mostly I find myself in a bit too great a condition. Ah well... it should be adjusted, I suppose, but the drills do most damage, and I've been skipping the ones before the last one.
For the Intro Boss in X6, does the orb hurt you if you touch it?
Specifically, after you slash it, it disappears and reappears. In that time before it raises the junkbot again, I think there is enough time to jump into the orb, get hit, fall down, and climb back up without loss in time.
It does not hurt you during that time... and the damage is very weak anyway to do it before slashing.
Quote:
Oh, yeah, duh. You may HAVE the full Blade Armor at that point, but not equipped.
EDIT: OK, what about Mijinion (sub), Sheldon, Sheldon (armor part + exit), Scaravich, Yammark, then a sub stage for High Max? (Sheldon's?) I don't like doing Mijinion without Ensuizan, but X can tear up the cables decently with the Z-Saber. Then I'm missing D-Barrier for Scaravich...
EDIT2: Plus, X can't get all the reploids in Mijinion's sub stage without dying. Gonna have to scrape that idea.
I'll bring this up right now due to the recent developments with the invincibility abuse. D-Barrier is clearly a waste of time (unless the game gets tricky on the invincibility spots in Scaravich's stage), and not being able to get all the reploids in Mijinion's sub... where did you get that from? Sure, it isn't exactly a cake walk with all the nightmares lurking around, but it isn't something to make you throw in the towel.
You can get all the reploids in the sub, including the lower ones, and still get back up without resorting to any trickery. You might need to use the special attack, though, since it's the best bet to kill the nightmares in the lower levels quickly enough. It's hard, but I think it can be done, assuming you can kill the nightmares fast enough, which probably requires luck. You might need to get the most threatened reploid first to make sure it doesn't get captured.
I'm still not sure if visiting Sheldon for that for an extra time is worth it, though.
E: On second thought, Scaravich is just insane. Having Mijinion weapon might get one through the tightest spots. Also, it seems impossible to get through the spikes to the armor and back without dying in Inami Temple, and one cannot collect everything in the Amazon Area in one pass, unless suiciding throws you back up/down, depending on which path one is using.
Hmm... for some reason I thought that the ropes in the lower right weren't low enough for X to reach the reploids there without falling off of them to his death.
i could've swore it was possible to go all the way back to the fork. i doubt it, but could that have been fixed in the PAL version?
yeah, just checked for myself. you can't go all the way back normally. but on the bottom path, you can suicide on the one patch of spikes on the ceiling before the big spike room. that'll send you back to the fork. it means getting rid of the Ensuizan invincibility, but the end part of the stage is easy enough without it.
in this video, it would seem you can use Zero to get items for X. the title says PC only, but i have a feeling this will work on PS1, Saturn, and X Collection as well. gonna try it out.
save for Colonel 1, it was fantabulous. nice use of Lightning Web. i'm ashamed i never thought of doing that.
i still think fighting Stingray without Frost Tower may prove faster. just hug the wall behind him and fire full charge shots into him (he has the same stun times for full charge and half charge). last i tried it, it was about even with your first Stingray fight. using Frost Tower on the last hit would save a second to this strat too. all of this is with the default buster, i haven't tried it with Plasma Shot yet.
speaking of Stingray, during the boss refights, it probably would've been wiser to use Nova Strike on Stingray instead of Dragoon.
Satoryu: Glad you liked it. I didn't discover the Lightning Web trick in Owl part 2 until a day or two before I got this run. Good thing the video didn't record during a 49:30 run I had :P.
I still don't think the buster is better than Frost Tower during the first Stingray battle. Also, using Nova Strike against Stingray is a good idea, but only if he doesn't dive at you instantly, otherwise, Nova Strike is incredibly annoying to implement.
My number 1 fan (don't deny it) and Croc-Doc: Okay, I'll return to pedantic IFAQs the next time :-*.
ok I'm watching your run mikwuyma and first I'd like to say that my run I'd done last year or in 06 (I know it was a while ago) had similar strats for the stages (well only the first 3 heh), except your bosses are better and done a completely different order of stages compared to your previous run (which I wish I still had). I would try to mimic as much of it as I could, but obviously improve on what you didn't do or do some parts differently.
1 thing though...Storm Owl 2, why didn't you use the right wall to skip over the first Dr. Light capsule, get the plasma shot, then use lightning web to skip over the capsule again? I was so anxious to see if you had done this since it saves time from having to go through dialogue, but no...why!?
that saddened me
Sorry if I sound too negative, but damn...that kinda broke my heart from an awesome run. Still the rest was about the same with better execution (especially the jetbikes with more boosting...although wouldn't have been better with more air boosts?). Also finding out about why Web Spider is weak to Twin Slasher was cool.
1 thing though...Storm Owl 2, why didn't you use the right wall to skip over the first Dr. Light capsule, get the plasma shot, then use lightning web to skip over the capsule again? I was so anxious to see if you had done this since it saves time from having to go through dialogue, but no...why!?
I am going to research this later today. If what you say is true, I'm probably going to punch myself in the balls over this and redo my run (and fail at getting good Sigma luck five times in a row) :(.
Also, I used Twin Slasher against Spider in my last run, couldn't you at least have commented on something new I did this run (even my new Colonel mistake!) :-/
About the Jetbikes, more air boosts would hardly make a difference. If more air boosts saves time, then it would be around half a second at most.
1 thing though...Storm Owl 2, why didn't you use the right wall to skip over the first Dr. Light capsule, get the plasma shot, then use lightning web to skip over the capsule again? I was so anxious to see if you had done this since it saves time from having to go through dialogue, but no...why!?
i knew there was something i forgot to mention. i've never tried Lightning Web on the way back, but i can vouch that wall kicking and air dashing over the first capsule works.