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The Boss Owns All
Quote from tri-Ace Fanboy:
I figured out the Resistance "skip". It's a very dirty trick though... same as cheating for me.

Anyway the game doesn't update your stats (time, kills, alerts, etc.) when you save, it keeps the stats you had when you got to the checkpoint. But... it updates the Resistance's location. So what you do is trail him normally until he gets to the next screen, but don't follow him. Save, quit, load and you're back at the start of the screen, with whatever time you had when you first got there... but the Resistance is in the next area.

So you have to play through the first 2 rooms twice, once trailing the Resistance and then just running through like the video does. It doesn't skip anything, you actually play longer. You're just cheating the timer and making part of your playthrough not count.

Is a trick like this allowed in SDA? I really don't like it. Undecided


Mosaic-J: Thanks for the tips. Do you think the Blue Grenades can be replaced by normal Smokes, or tranqs? Mostly wondering if it would be similar in New Game.


Asphyx1ateD: That guard moves to the right if he notices that the others were taken down. It's mostly timing, hard to explain... maybe you're going too fast.


Ugh. I wouldn't allow that. Thanks for figuring it out, though,
Quote from tri-Ace Fanboy:
I figured out the Resistance "skip". It's a very dirty trick though... same as cheating for me.

Anyway the game doesn't update your stats (time, kills, alerts, etc.) when you save, it keeps the stats you had when you got to the checkpoint. But... it updates the Resistance's location. So what you do is trail him normally until he gets to the next screen, but don't follow him. Save, quit, load and you're back at the start of the screen, with whatever time you had when you first got there... but the Resistance is in the next area.

So you have to play through the first 2 rooms twice, once trailing the Resistance and then just running through like the video does. It doesn't skip anything, you actually play longer. You're just cheating the timer and making part of your playthrough not count.

Is a trick like this allowed in SDA? I really don't like it. Undecided


Mosaic-J: Thanks for the tips. Do you think the Blue Grenades can be replaced by normal Smokes, or tranqs? Mostly wondering if it would be similar in New Game.


Asphyx1ateD: That guard moves to the right if he notices that the others were taken down. It's mostly timing, hard to explain... maybe you're going too fast.


Well that sounds like more trouble then its worth.

Wearing th LB face camo works though, kinda funny that way.
Quote from tri-Ace Fanboy:
Asphyx1ateD: That guard moves to the right if he notices that the others were taken down. It's mostly timing, hard to explain... maybe you're going too fast.


More than likely, whereas you waited for that guard to lean out I pretty much shot him as soon as he began the animation. I did try crouch-walking to the boxes and leaning out to headshot him. Dunno how much time that saved me but by that point I was sick of it not working.

On the note of Act 1, I trying to keep up with your times and was only 1 second behind you at that point, lol, which I was pleased with. I find the holding up bit just before you meet the MK. II difficult to consistently, and quickly, pull off. Unfortunately I had to quit the run as I needed more S.G. mines and didn't want to wait around for them, so just did a quick Solid Normal run to up all my ammo counts. Was a good opportunity to get the last emblem I needed, so now I have all 40 and can hopefully fully dedicate my time to Big Boss now. Hoping to start attempt 3 as soon as possible.
Edit history:
omaru: 2008-08-02 12:41:27 am
I love YaBB 1G - SP1!
I was going to post the same thing as tri ace, I figured this thing yesterday when I was tinkering with Act 3 the whole day, the multiple saving is needed and indeed cheap.

Anyway moving on.

I can give tips on Act 4 after the boss fight, I think my route is faster well better test it for yourselves.

When you get to the blast furnace and to the elevator. When the door opens, there will be a Gekko right? instead go near to the side and hug the wall then knock to distract the Gekko when you do go way back and around and head for the next area, I am talking about the left path of the underground facility.
Quote from omaru:
When you get to the blast furnace and to the elevator. When the door opens, there will be a Gekko right? instead go near to the side and hug the wall then knock to distract the Gekko when you do go way back and around and head for the next area, I am talking about the left path of the underground facility.


It's faster to shoot its legs with a silenced M4 to disable it (autoaim makes it easier).
I love YaBB 1G - SP1!
Quote from Asphyx1ateD:
Quote from omaru:
When you get to the blast furnace and to the elevator. When the door opens, there will be a Gekko right? instead go near to the side and hug the wall then knock to distract the Gekko when you do go way back and around and head for the next area, I am talking about the left path of the underground facility.


It's faster to shoot its legs with a silenced M4 to disable it (autoaim makes it easier).


Really? Never thought of that since I never used autoaim except for Act 3. lol I also rarely used lethal guns on TBE runs, might as well try this.
MGS4 is a gaming masterpiece.
Nice work in finally resolving that Act 3 problem Tri Ace! With regards to swapping the blue grenades for normal smokes, I'm not sure. The beauty of coloured smokes is that they distract the PMCs after the smoke has disappeared & so start crying afterwards & don't focus on you running past them. Tranqs may cause other guards to move over to inspect or replace the knocked down PMCs.

Omaru in that same area after the Blast Furnace in Act 4 after exiting the lift I charged the Railgun & immediately took the Gekko down in front of Snake in 1 hit. It will instigate a caution phase but that's fine as it's not an alert. Kept on running without stopping until I had to throw a chaff in the Casting Facility. Many people stick to running the right-hand route, which is slower.

Asphyx1ated I threw 2 coloured smoke grenades at that point you were refering to on Tri Ace's vid. 1 near the 2 PMCs & 1 just a little ahead as it distracts the lone guard behind those 2. He's then looking to your left & you can run straight past. Not sure if it's as fast as Tri Ace's method, but it can be consistant.
Edit history:
Wabs: 2008-08-02 06:42:17 am
I love YaBB 1G - SP1!
Congrats for finding how the Act 3 trick works tri-Ace !
Quote from Mosaic-J:
Asphyx1ated I threw 2 coloured smoke grenades at that point you were refering to on Tri Ace's vid. 1 near the 2 PMCs & 1 just a little ahead as it distracts the lone guard behind those 2. He's then looking to your left & you can run straight past. Not sure if it's as fast as Tri Ace's method, but it can be consistant.


Fair enough, that could work quite well for me, would have to rethink some of the organisation of my start menu trips, though.

I have all 40 emblems now and focusing (finally) solely on Big Boss. Started run #3 last night (only at the start of Act 1, though, couldn't be bothered to do it, just wanted to get to the bit where you have Octocamo for the first time so I could start at a decent place).
MGS4 is a gaming masterpiece.
Hopefully it does m8.

In Act 1 just as you exit the Garage after the FROGS you can roll up the stone rubble instead of climbing up. It will save a second, then climb the first box & roll the second for a fast section. (Some-one else mentioned rolling the boxes but didn't mention that you can roll up the rubble)

By the way, a shot missed is usually a second lost.
Edit history:
Wabs: 2008-08-02 09:42:21 am
I love YaBB 1G - SP1!
That was me, I didn't realise you could roll the stone rubble indeed since you come here crouched, I didn't even think about trying uncrouch + roll.

Anyway, act 3 beaten, 1h05m50s.
I'm 2m34s late compared to the 1h58 japanese guy. I was 2m27s late at the end of act 2, I'm glad my act 3 was only 7s slower than him since I messed up a bit with my equipment and did unnecessary pausing. My goal is sub 2h05, I hope I'll be able to match that, I'm not very good with the last 2 acts.
Quote from tri-Ace Fanboy:

Is a trick like this allowed in SDA? I really don't like it. Undecided


well, in MGS3 you can skip The End with a very simple save-trick ..everyone knows it -> change the intern clock of your PS2. It's cheap too, but it's allowed.
Quote from Sum2k3:
Quote from tri-Ace Fanboy:

Is a trick like this allowed in SDA? I really don't like it. Undecided


well, in MGS3 you can skip The End with a very simple save-trick ..everyone knows it -> change the intern clock of your PS2. It's cheap too, but it's allowed.


but this is a cheap glitch that the game was not meant to allow the END trick was actually part of the game.
Edit history:
Wabs: 2008-08-02 10:43:23 am
I love YaBB 1G - SP1!
How do you know this trick wasn't done on purpose?
When you reach checkpoint 1 and save before checkpoint 2, it doesn't save your stats as tri-Ace said. The only thing it saves is the location of the resistance member, I don't see why it would be a mistake. We all know how boring this act 3 part is, and we all know that the first time you go through this special part is even more boring because you don't know yet how it works. Now, just imagine this : you play MGS4 for the first time, you follow the resistance member, he reaches a checkpoint but that's something you don't realise, you save before the checkpoint because that's something you're not well aware of. Next time you load the game, I guess you might be quite happy to see that this following part you did has been saved and you don't have to do it again. You might even think "oh well the programming was good, I can just run to that place where I've already been with the resistance member"...
Saving the location of the resistance member could have been very well done on purpose, as a security to avoid people losing their progression and getting mad on act 3.
Now I admit that's a bit weird and that's not an esthetic trick in a speedrun but I see no reason to see it has unintentional and no reason at all to forbid this trick.
Quote from Wabs:
How do you know this trick wasn't done on purpose?
When you reach checkpoint 1 and save before checkpoint 2, it doesn't save your stats as tri-Ace said. The only thing it saves is the location of the resistance member, I don't see why it would be a mistake. We all know how boring this act 3 part is, and we all know that the first time you go through this special part is even more boring because you don't know yet how it works. Now, just imagine this : you play MGS4 for the first time, you follow the resistance member, he reaches a checkpoint but that's something you don't realise, you save before the checkpoint because that's something you're not well aware of. Next time you load the game, I guess you might be quite happy to see that this following part you did has been saved and you don't have to do it again. You might even think "oh well the programming was good, I can just run to that place where I've already been with the resistance member"...
Saving the location of the resistance member could have been very well done on purpose, as a security to avoid people losing their progression and getting mad on act 3.
Now I admit that's a bit weird and that's not an esthetic trick in a speedrun but I see no reason to see it has unintentional and no reason at all to forbid this trick.


ok your point is fair enough and it does make act3 stalking less boring, i just cant see how this was done on purpose because i thought it would have popped up in the official walkthrough guide but it has not.
Quote from hillza:
ok your point is fair enough and it does make act3 stalking less boring, i just cant see how this was done on purpose because i thought it would have popped up in the official walkthrough guide but it has not.


I haven't read the guide but I'm gonna guess that it didn't show the skipping Stryker scene trick (with a magazine or the vase) and that's a perfectly legitimate move. Not everything is found by them...
I never played MGS4 by myself, so I don't know how it really is (saw playtroughs and know the former games), but as I know, Kojima always put some helpful things in his games to not drive you crazy. (Psycho Mantis isn't this easy with the first controller port in MGS, as an example)

[ot].. I have a officially 'full' walktrough of Final Fantasy IX, but there isn't a single word about yadis (or how he is called). Just about walktroughs...[/ot]
Direct Assault!
But when you skip The End you really skip him, you don't fight at all and there's a special cutscene instead. And it's a trade off, you save time but can't get the Mosin Nagant or his camo.

You don't skip the Resistance member, you have to trail him anyway. You just abuse the clock. Not just the clock -- you can get alerts, kills, use stealth/bandanna, etc. without making it count. You're playing more, but without rules and without adding time to the clock. The trailing is still part of the run.

Based on other runs here at SDA I think it would have to be a separate category or manually timed.
Is this trick/glitch/whatever everywhere avaible? Or is it just at this point of the game? If it is, then it's part of the game. But if it where avaible all over the game, then it'd be a glitched run.

In a real segmented speedrun.. you save at the start of act 3, try to follow him as good as possible, he enters the next screen/checkpoint ..but something fails and you have to restart the whole run (ok, just the last savepoint before act 3), because you don't want to use/activate the glitch, isn't it right?
MGS4 is a gaming masterpiece.
Imo the time saved due to the Resistance tactic does not constitute a better MGS4 player or really a better speedrun. As both users & non-users of this tactic do basically the same if they choose the fastest route through Act 3. It's just that the user has exploited the saving feature. That's why I'm not overly compelled to go out & immediately do another speedrun using this tactic. The only reason to warrant another run using the now known tactic, would be to see where I have improved or lost time in comparison with a sub 2hr run. As it's just not possible to get sub 2hrs without it.

It would be great to have a category for New Game Speedrun's, Cleared Game Speedrun's & Act 3 Modified Speedrun's.

It will be interesting to see what other new discoveries for time savers are made, like the cutscene saver in the first section of Act 1. I was playing about to see if I could somehow skip the cutscene in Crescent Meridian in Act 1, but have had no luck yet (If it is possible?)
Edit history:
Wabs: 2008-08-02 06:10:59 pm
I love YaBB 1G - SP1!
Quote from Mosaic-J:
Metal Gear Ray defeated in 1 min 33 secs (Major damage caused when Ray lept towards Rex & I charged at Ray before it landed) (Based on save at the start of the fight with Ray & end result of Act 4 screen)


I'm against the ray right now and I just realized how fast you were on this fight !  Shocked
Any more tips please? ^^
Quote from Mosaic-J:
It will be interesting to see what other new discoveries for time savers are made, like the cutscene saver in the first section of Act 1. I was playing about to see if I could somehow skip the cutscene in Crescent Meridian in Act 1, but have had no luck yet (If it is possible?)


I tried a few things but I don't see how it's possible, since it's triggered by Snake entering that location, so there's no real way to avoid it, whereas with the first cut-scene it was the guards' position that triggered it.
The Only Legend's I Know Are Dead!
Been a little busy past few days some real interesting stuff here.

First off the Resistance member skip. As this is an in game glitch and you don't modify software or hardware in any way to achieve this its perfectly legally and I'm sure SDA will agree, I'd be suprised if they decided to classify a run as "resitance skip trick". The end trick is very similar, but I can also give an example from MGS2. There is a very similar trick. During any MGS2 Speedrun Rose will call Raiden as soon as you freeze the third bomb, ussually when you exit the Heliport and re-enter Strut E Parcel Room. The Call cannot be skipped. This also happens when you enter Shell 1 core, Rose will call you and talk about Snakes death. The game is designed so you hear these calls. However I had devised a way to skip these by calling Rose myself just before this situation, i.e on the Heliport itself and on the F-E bridge. This may seem wierd as it doesn't save time, However In a segmented run you can use these two locations to save your game, once you save your game Rose will have that unskippable conversation (Which now takes affect after the game time, as you reload, in essence before her chat) Once you reload your game you skip this conversation and the phone call doesn't take place when you enter those two locations. So I'm for this trick becuase its not the first time MGS has allowed it, albeit this time on a larger scale.

I'm not too sure if we were discussing routes on the section after you collect the Drum Can if so, Tri-Ace fans method was a bit slow. Heres how, a Trick i'd learnt was to equip any grenade then press R1 and L1 simultaneuosly, Snake will not enter the over the shoulder view but still throw the grenade running at all times, this said you need to running throw a grenade just as you reach the Car, a little forward, The smoke needs only to get the first guy, the second guy behind the boxes allmost allways is not looking in Snakes direction.

as for the Act 4 underground Section, use the R1 L1 trick again and shoot both legs of the Gekko after the elevator screen to knockit over then run past it, no Chaff is needed run right to the very end and the last gekko will be on a platform with its back faced to you, roll up the platform or just off it and use the same trick again.   

As for Skipping the Cut-scene in Act 1 the rebels tank, I just couldn't do it, I positioned myself where I was sniping one the three guards clean in the head, but it just didn't work, the game didnt allow that guy to die, A magazine throw is too far and rockets just don't move em from that location.
Direct Assault!
Those skips are different, because they are actual skips. The Resistance trick doesn't skip anything, you create an extra segment that isn't timed by the game. The trailing is still part of the run, and makes the run longer in real time. That's why I'm personally against it but well, not my decision.

About Smokes on the way to Advent Palace, do they save more time than what it takes to equip them? All 5 weapon slots are needed against the FROGS, so you'd need at least one extra menu use if you use Smokes.

One trick I noticed with the Big Boss mask is that some guards are scripted to only move together and when Snake gets close to them, like the first two in the last area of Act 1. If you scare one of the guards the other one gets completely blind and deaf for some seconds, you can stand in front of him and he doesn't move at all until the other guard crouches screaming. The guards right before the Powerstation in Act 2 are like that too. Maybe something else other than the mask can cause that too?

EDIT: Oh, and the Powerstation route works with normal Smokes.
Good call with the running grenade throw AK, will have to give that a try definitely.