(Segmented) Crash Twinsanity Any% in 8:59.25 (Read description)
Gpro
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(Segmented) Crash Twinsanity Any% in 8:59.25 (Read description)
1 230 просмотров · 1 день назад
Gpro
2,25 тыс. подписчиков
1 230 просмотров · 1 день назад
Note: This run is NOT a real run. While I played in real time, this run used savestates and splices to simulate perfect gameplay (close to a low-level TAS). This is only for science and for entertainment purposes. Here is the breakdown of the times and comparison to the previous segmented run:
HUB 1: 1:17.22 (-1.06)
Cursed Splash: 2:27.32 1:10:10 (-1.28)
Warp Skip: 3:06.54 49.18 (-2.05)
Ant Agony: 8:59.26 5:52.72 (-6.52)
AA Breakdown:
Room 1 Respawn: 3:51.15 (-2.19)
Room 2 Respawn: 4:32.32 (-2.06)
Room 3 Respawn: 5:13.44 (-1.88)
Room 4 Respawn 1: 6:12.46 (-2.37)
Room 4 Respawn 2: 6:26.28 (-2.19)
Door Clip:6:51.82 (-3.10)
Throne: 7:28.18 (-4.46)
Nina Phase: 8:12.25 (-6.64)
Cortex Phase: 8:43.40 (-6.84)
Final Boss: 8:59.25 (-6.51)
Comments:
HUB 1 was really good. I didn't check TAS Dusty Eel to see if it was faster
HUB 2: I may have lost time here. xemu loads should make the boat faster than the calculation I did on the last run. So it's either an illusion that it loads faster or I lost a lot of time. I'm pretty sure I can do the bat faster and the keypad jump slightly faster (also I didn't die as fast as possible here to simulate console loads)
Twinsanity Island Lab: I'm fairly certain I did this almost as fast as I could given the strats I was using. Some hesitation right before touching the warp though
Pre-AA: Probably suboptimal movement
Room 1: I lost time here likely because I skipped grabbing a life in the last segmented, as wumpa routing was used. I did not use wumpa routing here. Timesave potential
Room 2: I'm pretty sure the timeloss here was Cortex's respawn before the Twinsplit snipe after Ball Ricochet. I also experimented with Giga Nut 2.0's spin jump. Seems to get better results. May implement it into RTA now.
Room 3: No real comments
Room 4 Part A: Actually sick movement. No idea how I got the ledge jump the way that I did.
Room 4B: Pretty sure the timeloss was due to me throwing Cortex later
Room 4C: No comments
Ballroom: Slightly updated movement compared to last time. I do it in RTA
Door Clip: Insane. I got bodyslam animation cancel, which I was aiming for. I was hoping it'd work this way
Long Hallway: Not sure if I can improve this. It was really hard getting the movement the way I got it
FInal Boss Entry: When I double-checked the last segmented, the final boss started a second later compared to XBOX console. Unsure if this saved time but very likely
Nina Fight: Faster Nina saves an entire second. Pretty sure the fight starting faster saved another second, unless Faster Nina saves 2 seconds. It's TAS-only, though
Cortex Fight: Close to optimal. It's hard to mash exactly the way the game lets you mash though
Mechabandicoot Fight: I believe XBOX has a chance to lock the gun position if you move early, so I lost some time making up for that. On PS2 I never had that issue. Either that or I'm just crazy lol