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Edit history:
NMS: 2010-04-25 08:39:52 pm
I started speedrunning Oni a while ago, but I haven't had access to a computer that could run it and record at a good frame rate. Now I found that I can record in 800x600 at 25 fps on a MacBook. So I'm getting back into making serious attempts. I think an IL table is appropriate, since the levels are independent (except for one slight difference on the final level depending on what you do the level before  ;)). I'm playing on Hard because it's more impressive and not much slower. Sample video up on YouTube:

Also, is anyone else working on this game? There are videos of the first 2 levels on YouTube by SCM.


Edit: YouTube playlist:
Thread title:  
Very nice sequence breaks! Looking good overall Smiley Ahh, the nostalgia..
Heavy Metal Powered
this brings back memories ... the buttoncombinations used to drive me insane because of all those moves you could learn, wont be of any help but i am looking forward to the result

i wish you the best of luck with this one
There is no victory without combat
Keep it up, looks very promising!
sda loyalist
I had no idea this game was so breakable. I look forward to this.
po0oq
Wow that's very impressive! Don't remember much of the game other than that i loved it Cheesy
Keep it up
There is no victory without combat
Quote from DateHell:
Don't remember much of the game other than that i loved it Cheesy


I thought so too before watching the Vids, but the sounds really took me back...they dont sound much different, but in their distincitve tones they are kinda unique I think...most of them I never heard in any other game/movie/series whatsoever. This is really a sign for good soundcoding...
Edit history:
NMS: 2009-06-24 11:28:33 pm
I posted a few more videos:
I was just thinking about this game not long ago. I remember there were some HUUUUUUUUUUUUGE sequence breaks for it, OOB and level-breaking stuff on some stages, if I remember correctly. It was a fun game, in terms of game play and exploring!
I think levels 4 (Airport) and 5 (Cargo hangars) are the only ones where my strategy involves OOB. I use some big sequence breaks in levels 3 (research lab) and 9 (state building). I have some planned for level 7 (atmosphere processor, exterior) too, but they're very hard to pull off. If you know any major sequence breaks for the other levels, let me know.
I'll be away for the next week, so I decided to upload my current best runs for all the levels to YouTube:
I still want to improve most of them before I submit, but I think they are pretty good.

Enjoy, and let me know if you have any suggestions.

Also, does time spent in the menu screen in the middle of gameplay count? I assume it does for manually timed games, but if not, then I should be pausing during any non-cutscene conversation with other AI. The sound continues playing, so the conversation ends after less in-game time. I don't usually do it because it doesn't save any real time, and costs some if I stay in the menu too long, but you can see an example on level 6 at 3:20.
Invisible avatar
Quote from NMS:
I'll be away for the next week, so I decided to upload my current best runs for all the levels to YouTube:
I still want to improve most of them before I submit, but I think they are pretty good.

Enjoy, and let me know if you have any suggestions.

Also, does time spent in the menu screen in the middle of gameplay count? I assume it does for manually timed games, but if not, then I should be pausing during any non-cutscene conversation with other AI. The sound continues playing, so the conversation ends after less in-game time. I don't usually do it because it doesn't save any real time, and costs some if I stay in the menu too long, but you can see an example on level 6 at 3:20.

If the run is manually timed, the time in-menu will be counted, I believe. I think there's no timer in Oni?

Oh, and also, good luck with the run. It's a pretty kickass game. Been playing it recently Smiley
hi guys, what's up with that run?
did NMS give up ?
po0oq
He completed the entire game (individual levels) and the vids can be seen on his youtube
http://www.youtube.com/user/NMS127

I don't know if he submitted the run(s) to SDA
There is a faster speedrun than that one on YouTube and the OPs run. It's on GameSpot, by beanman. I will be beating it next year, but you can try to do so before me, if you want.

NOTE: I can not guarantee that they're faster, actually. Not a lot of breaks were known back when beanman ran the game. The parts aside from those are sure to be optimized, though.
Edit history:
NMS: 2010-04-19 02:56:03 pm
I'm thinking of getting back to running Oni, but I have some questions. I have the Mac version, which is notoriously finicky about running on modern systems. I have to use a modified version of the game engine, otherwise it crashes on launch (data from the graphics card overflows a log file or something like that). I'm assuming this is OK as long as it doesn't make any gameplay changes, but if I'm wrong let me know.

Previously, I was working on IL runs, but now I'm thinking of switching to a segmented run. This would allow me to move long cutscenes at the start of many levels to the ends of segments. Mid level saves would enable me to optimize a few difficult and random parts better as well as enabling a few time savers due to differences between loading certain save points and playing straight through. The biggest of these time savers relies on a mistake in the scripts that was fixed in the Mac version (the only gameplay difference between versions that I'm aware of). The scripts are plain text, so I could use the PC scripts with the Mac engine, but I don't know if this would be allowed. Do I have to buy the PC version (and Fraps) if I want to use this trick?

Finally, I if I do a segmented run, should I include the training mission (which is what you get when you click "new game"), or can I just load the first "real" level?
Update:

I looked into the PC version of the game, and it doesn't run on modern systems without third-party patches either. Someone at Feral (which owns the Mac distribution rights) is working on a port that will run natively on Intel Macs, but who knows when it will be done.

In the mean time, I've improved several of my IL runs (including 32 seconds off level 14!). I'll probably try to improve most, if not all, of them, then submit.
Edit history:
NMS: 2017-02-24 03:47:15 pm
NMS: 2017-02-20 09:21:29 pm
Well, I never got around to submitting my Oni runs here. But, inspired by Zandra, I've been playing a bit lately, and I gave single-segment a try. I timed it at 1:31:13 between the starting and ending splash screens to be consistent with my previous ILs and close to Zandra's timing. I'm now running on Windows, with the latest Daodan.dll third-party patch, but with options set to undo changes to the gameplay.


Training: The robots beat up Karen pretty well this time. Thanks to Zandra for mentioning that Shinatama's extra dialog in this case can be skipped. I think it's determined by whether you're standing on the boxes. I had a couple minor timing mistakes, but overall pretty good.

Level 1: Failed to grab the datapad. Doh!

Level 2: Some enemies were not as cooperative as I'd like around consoles and I missed too many times with the pistol, but otherwise OK. Jumping through the doorway before save point 3 causes Shinatama's dialog to interrupt most of the dialog that's supposed to play in the short cutscene. (Found by "NSisAbc".) Jumping around the trigger to start the lasers in the hallway costs basically nothing the first time. I'm not sure the second time is worth the effort, but it's a minor difference.

Level 3: Barabus could have been better, could have been worse. The first striker hit me and got up more quickly than I expected, so the first lock cutscene wasn't skipped. An enemy has to be in the left half of the room as seen from the doorway (the half not containing the console) to skip it. The com trooper succeeded at using the second console, at least. I'd like to find a reliable way to skip the third lock cutscene, but the developers made a copy/paste error and it requires that there still be an enemy in the console room on the second floor.

Level 4: Someone messaged me on YouTube about this trick. Unfortunately, Google deleted the old messages, so I don't know who.

Level 5: I guess I need to practice the tricky jump to the phase cloak, or use the easier one. Failing the boost trick after save point 1 several times is embarrasing. In retrospect, I should probably have reset when I was hit by the plasma shot at the start. Health management is critical. Also, the red striker at the start of save point 1, or his plasma rifle, was more of a problem than I remembered. Maybe safer the thing to do in SS is to holster it after attempting to attract the tanker's attention and drop it farther away.

Level 6: Failing to shoot the com trooper was silly but hardly mattered. I played it a bit safe item-wise, reloading the mercury bow instead of grabbing a different gun. Thanks to whoever patched the game to make showing trigger volumes work, I realized it's possible to avoid spawning the enemies on the floor with the maintenence worker you need to talk to. You have to jump sideways off the lower end of the top fragment of the first broken bridge. Unfortunately, I botched it. And I didn't want to waste my mercury bow shot on the window, and the red striker noticed me, and he hadn't been shot by my allies enough to die to the mercury bow shot, so I had to finish him with melee. Barabus was OK.

Level 7: Since the last time I was running Oni, I discovered you can trigger save points 2 and 4 by  falling into them and be fine after loading. Skipping the first elevator this way saves about 45 seconds.  I took a little too much damage and screwed up the final part of the fall down to the save point 3 console. I decided to switch to another route where I unlock the first door, kill the fury for another hypo, and fall down to the room with the hidden SBG. Falling down to the console room and jumping around the wall to the SBG room is faster, but probably the hardest trick in the game. I forgot where the enemies with guns were and had to go back for one. A slower but less damaging strategy here is to go through the door, then drop down to the pipe over the electrified pipe, but instead of continuing down, run across it and drop into the trigger for save point 4 and reload. Fighting went fairly well. I made my SBG shots except for the striker who jumped and got hit by electricity.

Level 8: Enemies beat me up a bit at the beginning, but I recovered. Using the SBG on the red striker on the stairs worked really well. It's possible to jump around the triggers that spawn both the red tanker with a VDG before save point 2 and the red striker with a VDG at the last lock console, but they're both tricky and don't really seem worth it. I went a bit out of my way to grab a hypo and used slightly more conservative jumps over the acid at save point 2.

Level 9: The jump in my best IL run is way too difficult. Zandra's strategy is a bit easier, but requires killing the guard with the pistol so you can reload it. I suspect it's only faster than taking the normal route to the third floor if you get it the first or maybe second try. I haven't practiced it enough for that to be likely. I also botched the third floor balcony jump and had to deal with some enemies.

Level 10: I missed the first tricky jump and delayed a little after reloading so the sniper wouldn't fire as soon as I went around the corner and I could grab his gun with a shot left. The jump around the elevator is not as crazy as the ones in levels 7 and 9, but still too risky for SS, for now at least. So I sniped the ninja with the VDG. Unfortunately, he didn't die (should be a bit over 50%), but I got to the elevator without too much trouble. It's possible to avoid spawning some of the enemies right after save point 2, but I don't think it matters. I tried to get cute with the ninja in the narrow passage, and got beat up for it, then messed up some jumping on the stairs. The jump at the end took a little more time to set up than I like, but at least I got it.

Level 11: Muro started off slow, but ended well. Ninjas and furies were OK. Messed up against Griffin and had to fall back on collecting items. Evil Konoko isn't really a fight with my strategy. It's worth considering collecting the energy ammo under the ramp for more VDG shots against Griffin, especially when low on health.

Level 12: I find that sprinting about as soon as possible after the cutscene usually lets me run through the first set of lasers without tripping them. When loading from save point 1, running forward as soon as possible without sprinting seems to work. Then the first shot usually misses when tripping the second set of lasers and the second shot can be dodged with a well-timed slide. Reloading save point 3 avoids having to activate the console and the short cutscene. The guys outside the lab were hilariously nasty. I decided to finish them off because there is a risk they'll attack Kerr when I leave and his death causes game over even though he's supposed to die in the long skipped cutscene. I don't really know how to get through the next lasers without tripping them, but the guns almost always miss. Grabbing the shield from the heavy black ops is a little slower but much safer. I failed to grab the screaming cannon at first, which delayed killing the lite black ops a bit. The first guy with the SBG blew himself up, which is always nice. I probably shouldn't have even grabbed his gun, and I definitely should have dropped it sooner, but hilariously, an enemy picking it up kind of worked in my favor. The guy with the plasma rifle seems to have voluntarily jumped in the acid, and the rest of the fight went OK.

Level 13: The SWATs at the first console weren't nice, but I finished one off and got it. And the hypo was nice. I decided too late to use one for the first fall on the lower floors, then messed up an easy jump, leaving me with very little health. I should probably have reset, but I thought I could probably recover, and just barely did. With so little health I had to either do Shinatama very safely, which I'm not great at, or the Griffin quick kill. This saves about 1:50 on this level, but you have to fight mutant Muro on the next one, so you can lose that much or more getting extra items to prepare and in the fight itself. The quick kill only works on the PC version (it was patched for the Mac release) and only if you load from save point 5. You can shoot through the barrier by backing away from it while holding the fire button.


Level 14: I'm not sure the SBG is worthwhile if Griffin is alive, but if he's dead, it's helpful against Muro and for getting more hypos. The truck arrival cutscene doesn't trigger if there are active enemies in the hallway, but it seems like the guy in the stairwell can also prevent it. If it doesn't trigger immediately, I find it usually works to run to the left until the door closes, then go back. Similarly, if there are active enemies in a big volume on the ground, the truck driving cutscene won't start. However, this volume doesn't extend very far to the right side of the truck, so if the enemies are all there, as they generally are with this route, you can often break away from them and get in the truck. I'd like to SBG boost up to the third level of catwalks after save point 3 and skip the door unlocking console, but between all the enemies with guns and the shot falling through the top layer of the weird glass catwalk, it doesn't seem practical. Mutant Muro is a weird fight. He can't be thrown or even knocked down by melee. He's invincible until after he does certain moves, then he becomes vulnerable to melee for a short time and to guns for slightly longer. He has moves that make him invulnerable to melee during them, including the one where he crouches and emits tendrils of energy that send you flying away, which he tends to use after getting hit. And, like other bosses, he takes half damage from guns. Sometimes it's possible to hit him several times in a row, but I haven't figured out a way to manipulate him into consistently allowing this. And the only guaranteed way I've found to make him use a move that lowers his shield is to run far enough away that he starts using energy tendrils to pull you in. Using the SBG during the time he's invulnerable to melee seems to make sense. So it's a long fight, but if it goes well the time saved in the previous level should be worth it.
Might be magic...
Awesome, haven't watched the entire run yet but loving the tricks used so far.