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Cheeseoman uploaded a new video
(2 months ago)
Found by DIFFbros. Using a ceilingkick, you can get to Diddy's bonus barrel next to Snide's HQ in DK Isles. You can then beat the minigame, tag Did...
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Found by DIFFbros. Using a ceilingkick, you can get to Diddy's bonus barrel next to Snide's HQ in DK Isles. You can then beat the minigame, tag Diddy, and collect the Golden Banana. Normally, you would use Simian Spring to reach the bonus barrel.
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Cheeseoman uploaded a new video
(3 months ago)
keicam123 found this trick in the PC version. As this video shows, it also works in the N64 version. I haven't tried it in a file where I was in th...
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keicam123 found this trick in the PC version. As this video shows, it also works in the N64 version. I haven't tried it in a file where I was in the level for the first time, but I see no reason why it wouldn't work.
The key to getting through the door before it closes is speed. It seems best to hold forward and keep A pressed after you jump.
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Cheeseoman uploaded a new video
(5 months ago)

This is a single-segment speed run of the PAL (European) version of Metroid Prime by Besmir "Zoid" Sheqi, completed on 6/18/11. It beats ...
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This is a single-segment speed run of the PAL (European) version of Metroid Prime by Besmir "Zoid" Sheqi, completed on 6/18/11. It beats the previous record of 1:16 by Stefan "Mister Shin" van Dijke. Zoid (MPzoid on YouTube) asked me to upload it because his YouTube account is restricted to 15-minute videos.
You can download this run here:
http://www.archive.org/details/Metroi...
Here are Zoid's comments on the run:
"Metroid Prime PAL Single-segment 1:12. accomplished on: 18.06.2011
This Single-segment run was by far the most intense SS-run I've ever done. It took me much much more time and many more attempts than my ntsc ss any% 1:06 and than my ntsc ss 100% 1:29 altogether. This run is better done than the ntsc ss 1:06, but that doesn't mean that it's easier. No way! It's far more difficult than the ntsc ss any% run. But I put a lot more sacrifice and effort into this run that's why It turned out to be even better than the much easier ntsc run. I'm not sure how much time working on this run took me but I think the work on this run took me about 3 or 4 months. Though I think thanks to this run I got good enough to make the pal segmented 1:07.
This is the first Single-segment run that features the Thardus Jump Route. The thardus jump route isn't really faster than the IS route which Stefan used in his previous 1:16 run, both routes are about equally fast. Actually the IS route is even about 15 seconds faster than the thardus jump route, though it doesn't let you collect the ice spreader which can save time at the final boss whereas with the thardus jump route you can grab the ice spreader so with the thardus jump and ice spreader route you would end up being faster considering that you can get a faster prime fight with the ice spreader. So this was one of two reasons why I chose the thardus route. The other (main) reason why I chose the thardus jump route is, because the thardus jump route doesn't require going out of bounds, whereas the IS route clearly features a grave out-of-bound glitch. And I am strictly against OOBs and I will not trespass against my own rules! So that's mainly why I chose the thardus jump route. But it was a much tougher route. There are almost no mistakes in this run, at least no big mistakes in it. there are only 3 or 4 minor mistakes: The first one was in magmoor caverns when I failed trying to get out of the lava twice. Actually it look easier, but that place is not as easy as it looks, since I don't have gravity suit which makes it harder to get out of the lava (without gravity suit it also harder to get out of water). The second mistake was in life grove at the place where you get the x-ray visor when I fell off that pillar-thingy once. But that even happened to Stefan in his segmented run, so... The third mistake was in Phendrana's Edge when I was hindered and delayed by the flying pirate shots for a moment; actually I was very lucky there that I didn't fall down. It could have ended up even worse if I fell down. The fourth mistake was at thardus when I got stuck on thardus and failed getting the thardus jump on the first attempt so I jumped off of thardus again and got the thardus jump on my second attempt. That cost me about 5 seconds. But even there I was very luck, it could have ended up worse if I had triggered the thardus fight, that would've ruined my run. So I was still really luck. This run is really optimal, but of course that doesn't mean it's perfect, it's impossible to do it perfect. If I did this SS run perfect I would get even a faster time than my segmented 1:07 as I wouldn't lose time with saving.
First, I'd like to thank god for making it possible for me to make this new pal SS 1:12 world record speedrun. Then I'd like to thank Stefan van Dijke for making the pal ss 1:16 run whose run was definitely a help to me too.
Well that's it, I don't know what else to say, this run was really a hard work for me, so I hope you enjoy watching it.
MPzoid"
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Cheeseoman uploaded a new video
(5 months ago)

Dark License to Kill (DLTK) is the made-up fifth difficulty in GoldenEye. In DLTK, you maximize the enemy statistics in 007 mode:
Enemy health: 100...
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Dark License to Kill (DLTK) is the made-up fifth difficulty in GoldenEye. In DLTK, you maximize the enemy statistics in 007 mode:
Enemy health: 1000% Enemy damage: 1000% Enemy accuracy: 100% Enemy reaction speed: 100%
With these settings, enemies take about 10 headshots to kill, they usually kill you in one hit, they rarely miss, and they react quickly.
Higher quality version:
http://www.gamefront.com/files/206669...
Once you know how to do this level, it isn't too difficult. It's like Cradle in that you usually die at the beginning, but you have a good chance of success if you don't die.
There are six guards in the first area, one of whom starts running toward you immediately. There isn't enough time to kill the guards one by one, and you can't really do so anyway because of the layout of the area. So, I hit the running guard with a carefully placed shot to lure three other guards. I then peek in and out to let all six guards see me, hoping that one of them throws a grenade. This technique isn't an exact science, as you can see from how it went. But if it works, it works. Thanks to Silent Foe for this method.
After the first six guards, I take the tank and use it to kill four guards on the way to Valentin. It may be a little hard to tell what's going on, so I'll explain. I let the first guard see me, then run back to the tank and blow him up. The second guard sees him die and runs toward me. I blow him up. I shoot the third guard, which the fourth guard sees. I run back to the tank and blow them both up.
Running around the corner at 1:47 takes a little luck, but I usually survive. When I run into the building with Valentin, I have to cross a guard's line of sight for a short time, but that's also not very risky. After I talk to Valentin, I have to cross the guard's line of sight again, but I let him fire first this time. I kill him through the window and grab the grenade launcher and three additional grenade rounds. I then run over a spawn guard with the tank. He almost killed me at 3:43. Looking back on it, it would have been a lot safer just to use the tank as a shield and shoot him as he ran toward me, but there's something satisfying about the sound guards make when you run them over.
The next minute is about manipulating the spawn guards. I knew from doing Streets LTK that there could be up to two spawn guards in the level at any time. Where and if they spawn depends on where you are. That's why I went forward a ways, then turned around; if I hadn't, the second guard wouldn't have spawned until later and he would have probably killed me. I park the tank in the alley leading to Valentin, then lure the guards there. Ideally, the guards would just run against the tank forever and leave you to finish the level, but I only got this to happen once and I haven't been able to replicate it. They almost always manage to warp past the tank when you're not looking. Even still, it wouldn't be too bad if they just chased you through the level from behind; you have enough of a head start to make it to the end before they can catch up. But as I soon discovered when I was testing this strategy, that doesn't always happen. The guards can actually disappear and respawn somewhere else. They aren't dying; if you go back and look for their weapons, you won't find them. They just disappear. This was happening most of the time, so I looked at Silent Foe's runs to see what he was doing. I saw him walking back and forth against a wall before leaving the tank. I tested it and sure enough, it seemed to decrease the odds that the guards would respawn. You can see me rubbing the wall for good luck at 4:48. Thanks to Silent Foe for the spawn guard strategy.
As long as the guards don't respawn, the rest of the level is pretty easy thanks to the grenade launcher. There are two forks in the road. Each fork has two paths. One path has KF7 guards and the other has rocket launcher guards. For the first fork, it doesn't really matter which is which. For the second path, it's easier to have rocket launchers on the left and KF7s on the right. That's what I had in this run, but the other configuration can be done as well (Silent Foe had it in both of his runs). I paused for a few minutes at one point because I was interrupted, but I cut out most of it.
I've now beaten every level except Silo on DLTK. Silo DLTK has never been beaten. Will it remain that way? Stay tuned...
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Cheeseoman uploaded a new video
(5 months ago)

Dark License to Kill (DLTK) is the made-up fifth difficulty in GoldenEye. In DLTK, you maximize the enemy statistics in 007 mode:
Enemy health: 100...
more
Dark License to Kill (DLTK) is the made-up fifth difficulty in GoldenEye. In DLTK, you maximize the enemy statistics in 007 mode:
Enemy health: 1000% Enemy damage: 1000% Enemy accuracy: 100% Enemy reaction speed: 100%
With these settings, enemies take about 10 headshots to kill, they usually kill you in one hit, they rarely miss, and they react quickly.
Higher quality version:
http://www.gamefront.com/files/206509...
I cut out most of the karate chopping for this video. An unabridged version is available here:
http://www.gamefront.com/files/206506...
My description was too long for YouTube, so I put it here:
https://sites.google.com/site/manoche...
I've now beaten every level except Silo and Streets on DLTK. I'll probably do Streets next. I haven't tried it, so it's hard to gauge whether it will be easier or harder than Train. I have a hunch it will be a little easier, though.
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