[+--oo] In control since '86
I've been doing a lot of practice lately for a single session speed run of Spy Hunter for the PS2. The game is built for a speed run, IMO, and I'm edging closer and closer to being able to start recording some attempts. I do have a couple questions regarding timing the run and the differences between the consoles.
As I said, I've been doing my practice on the PS2. However, I was cruising youtube looking for some basic times to beat on the individual stages when I came across a review for the game on the XBox. The commentator himself happened to mention that the XBox is much quicker at loading the stages than the PS2 version, and after comparing his XBox video with my PS2 version he's right. As a random guess, the XBox loads stages maybe three times faster than the PS2. For any single stage, it's not that big a deal, but when there are fourteen stages that have load screens bookending them, that amounts to a big cumulative time difference overall.
Spy Hunter does have an in-game timer, though. The game keeps track of the time for the individual stages, and all these times are collected and can be displayed in the main menu. It does NOT keep track of any menu work between stages (which is pretty minimal, anyway; C-Stick/D-Pad down one, confirm, confirm).
Seeing as how I'm planning a single segment run, because of the huge difference in loading between consoles, how exactly would this game be timed? Would it be the standard fare of "Once you're in control of your character 'til its relinquished in the final stage," or could it possibly be by simply adding up all the individual stage times? If I recall correctly, Mega Man 9 uses only the stage times to determine the run's length, so if I'm right it seems there's some precedence upon which to justify using only the stage times.
I would very much prefer if it is the latter. I'll admit that I have the capability to record for all three consoles, I can probably find an XBox version (or GC version if that's the fastest loading one) with little difficulty, and the game is as cheap as dirt. However, the PS2 version seems like it has the perfect control scheme. All four shoulder buttons are used to select/fire offensive and defense weaponry. On the other two consoles, I can only presume that the control layout will subject the player to forgo either steering or gas/brakes in order to have access to all four actions, which only hinders a run. Plus... well, I'm already set up to start recording as-is without any hassle or delay. I'm lazy.
I'm also wondering how one would define a 100% run for this game. There are primary and secondary objectives that must all be completed, of course. However, each stage has an unlockable cheat which can be gained by fulfilling all primary & secondary objectives and beating a certain time limit. Would all cheats need to be unlocked to have a 100% cleared game?
Twelve of the fourteen stages are incredibly easy to beat the cheat-unlocking time. Stage 7 is more difficult, but in truth only a medium-sized or larger mistake would prevent it. Stage 14, however... it basically demands perfection. Seeing how it's the final level, it will be very hard to work it into a run IMO. The reason I ask is merely cosmetic, but knowing would help me describe the type of run I'm attempting.
And last but not least... anyone interested in seeing a run of the game?
Now if you'll excuse me, I'll be continuing with my practice. Thanks for any and all responses~!
As I said, I've been doing my practice on the PS2. However, I was cruising youtube looking for some basic times to beat on the individual stages when I came across a review for the game on the XBox. The commentator himself happened to mention that the XBox is much quicker at loading the stages than the PS2 version, and after comparing his XBox video with my PS2 version he's right. As a random guess, the XBox loads stages maybe three times faster than the PS2. For any single stage, it's not that big a deal, but when there are fourteen stages that have load screens bookending them, that amounts to a big cumulative time difference overall.
Spy Hunter does have an in-game timer, though. The game keeps track of the time for the individual stages, and all these times are collected and can be displayed in the main menu. It does NOT keep track of any menu work between stages (which is pretty minimal, anyway; C-Stick/D-Pad down one, confirm, confirm).
Seeing as how I'm planning a single segment run, because of the huge difference in loading between consoles, how exactly would this game be timed? Would it be the standard fare of "Once you're in control of your character 'til its relinquished in the final stage," or could it possibly be by simply adding up all the individual stage times? If I recall correctly, Mega Man 9 uses only the stage times to determine the run's length, so if I'm right it seems there's some precedence upon which to justify using only the stage times.
I would very much prefer if it is the latter. I'll admit that I have the capability to record for all three consoles, I can probably find an XBox version (or GC version if that's the fastest loading one) with little difficulty, and the game is as cheap as dirt. However, the PS2 version seems like it has the perfect control scheme. All four shoulder buttons are used to select/fire offensive and defense weaponry. On the other two consoles, I can only presume that the control layout will subject the player to forgo either steering or gas/brakes in order to have access to all four actions, which only hinders a run. Plus... well, I'm already set up to start recording as-is without any hassle or delay. I'm lazy.
I'm also wondering how one would define a 100% run for this game. There are primary and secondary objectives that must all be completed, of course. However, each stage has an unlockable cheat which can be gained by fulfilling all primary & secondary objectives and beating a certain time limit. Would all cheats need to be unlocked to have a 100% cleared game?
Twelve of the fourteen stages are incredibly easy to beat the cheat-unlocking time. Stage 7 is more difficult, but in truth only a medium-sized or larger mistake would prevent it. Stage 14, however... it basically demands perfection. Seeing how it's the final level, it will be very hard to work it into a run IMO. The reason I ask is merely cosmetic, but knowing would help me describe the type of run I'm attempting.
And last but not least... anyone interested in seeing a run of the game?
Now if you'll excuse me, I'll be continuing with my practice. Thanks for any and all responses~!
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