FSF ReturnsJuly 27th 2020 UPDATE : I just realised the timer has to start at 54.50 seconds instead of 0 seconds for this romhack in order to stay close to the vanilla game. The time shown on video is the attempt's length, but the actual title reflects this change. My bad, people !
An improvement with a much needed clear time. Can be pushed down to sub 6:50 or even lower for high-level players. As far as I'm concerned, this is pretty good despite obvious slip-ups (Bowser in the Fire Sea...)
Super Captain Falcon 64 - RTA 1 Star Speedrun in 8:01.32FSF Returns2020-03-26 | July 27th 2020 UPDATE : I just realised the timer has to start at 54.50 seconds instead of 0 seconds for this romhack in order to stay close to the vanilla game. The time shown on video is the attempt's length, but the actual title reflects this change. My bad, people !
An improvement with a much needed clear time. Can be pushed down to sub 6:50 or even lower for high-level players. As far as I'm concerned, this is pretty good despite obvious slip-ups (Bowser in the Fire Sea...)
If this gains traction, I might consider doing the other categories. We'll see !Duke Nukem 3D with Minimal Jumps - Episode 1FSF Returns2023-02-27 | Long time no video... And not an F-Zero video ? What is this madness !?
Turns out I found a few video files of me playing through Duke Nukem 3D on the (no longer purchasable) Megaton Edition almost 3 years ago, and thought it'd be fun to upload them. These runs were done while trying to avoid using the Jump key as much as I possibly can. I even retrieved the text file with the detailed required jumps for each level.
The jump key is used to, well, jump. But it also makes Duke rise up in the water, so those needs to be avoided if we can help it.
One trick can save our aerial capabilities, which involves the Jetpack. Normally, using the Jetpack makes us hover above the ground, and we can only go up or down with the Jump or Crouch key respectively. However, if we deactivate the Jetpack then activate it again immediately, we can gain height. This comes in handy, especially in the later levels.
As for the Episode itself, I decided to use some glitches I was aware of in some levels. Here's the breakdown of each level with their Jump key requirements for an Episode playthrough (meaning not pistol starting each level) :
Hollywood Holocaust : 0. A rather straightforward level, though I might have made it harder on myself than needed. A detour to pick up the Jetpack allows us to skip a Jump key press in the next level.
Red Light District : 0. As mentionned above, the Jetpack allows us to skip the required Jump key to get to the Yellow card after demolishing the building. To get into the air vent in the strip club without the jet, you absolutely need to get on an enemy's head.
Death Row : 4. The first level where we need to use the Jump key since we get stripped of our equipment at the start of the level. The first jump is needed to get into the lobby. The second and third jumps are needed to get on the giant cogs leading to the Blue card, though going up the platform after the second cog is jumpless if I remember correctly. The last jump is done to get into the submarine.
Toxic Dump : 3. The first jump key press is needed to rise up the water after escaping the submarine. The second key press is required in the second big pond of water after getting past the shrink ray part. Thankfully, we only need one last jump to get into the teleporter shortcut to get to the end of the level, though we're making a detour by the secret level.
Launch Facility (Secret Level) : 0. This level contains a Jetpack, and is the whole point of this detour. The only noteworthy part of this level is using the Jetpack to avoid getting too far into the small room and activate the switch to destroy the rocketship.
The Abyss : 0. Thanks to the Jetpack we acquired, it is possible to get past this level without needing to jump. On a pistol start, this level requires a whopping 9 Jump Key presses.
Total of required Jump Key presses on an entire playthrough of Episode 1 : 7. Not too bad actually. There might be a jump key press to save at the start of Death Row, but I doubt it'd be achievable.F-Zero Maximum Velocity Time Attack - 20692 on Queen 2 with Fighting CometFSF Returns2022-02-15 | Done in Grand Prix mode. Well, I didn't expect to beat my goal by a long margin (I only intended to beat BPA's time of 2'09"41). And after some confusion back on the F-Zero Nexus discord, it turned out that BPA's time wasn't the best for this track with Fighting Comet, but it was a 2'07"55 by Sherif... Until now that is.
Rundown : opener had a bit too good of an AI bump near the beginning so I had to slow down a bit before the second shortcut. Lap 2 was okay, but lap 3 is terrible due to taking big turns. And the last two laps were great, especially lap 5 where I got to hit two mines : one during the S-boost and one after the S-Boost.F-Zero Maximum Velocity - 2998 Opener on Queen 2 with Fighting CometFSF Returns2022-02-15 | Done in Grand Prix Mode, taken from my attempts at beating the current best Fighting Comet time for this track (2'09"41 by BPA).F-Zero Maximum Velocity Time Attack - 21364 on P2 with Sly JokerFSF Returns2022-01-26 | Another run, another machine/track combination improved.
Sly Joker's own booster really gimps it due to it being the shortest in duration. At least it has good speed retention. Also, I think a better boost strategy could be used, but that'd require keeping it for near the end to cut through the dirt tracks like the Falcon Mk-II run for this track does.F-Zero Maximum Velocity Time Attack - 20960 on Q4 with Falcon Mk-IIFSF Returns2022-01-14 | A new run improving the previous time by 5 seconds. Opener was good and the boost laps were okay. Lap 2 and Lap 4 had wide turnings, especially the latter where I took a mine too wide.
The time shown on the top left is actually from the hex-editing I did a while ago : youtube.com/watch?v=bR9Sjv52zo4Doom 2 : Syringe Wad (v1.0) - 0:21 on MAP01 in UV PacifistFSF Returns2021-11-04 | This was recorded back in March 2021. This is not the current best time for this level in that category, as that honor goes to Maribo on Doomworld instead with a 0:20 run. The reason it took so long to upload is... Simply because I forgot I had a recording of this, and a comment pointed out the previous video I had of this level is unavailable to watch.
This is my best time on this map for UV-Pacifist. As mentioned above, 20 seconds is the current record as far as I know, but 19 seconds would be the dream. The main problem comes with the enemy movement RNG, especially around the well after you cross the bridge. And if going for a Pacifist run, whatever you do, do NOT punch or shoot, or else a bunch of enemies including an Arch-Vile will come for you.F-Zero Maximum Velocity Time Attack - 20996 on P2 with Falcon Mk-2FSF Returns2021-10-11 | Long time no video. You know the drill at this point. With the recent surge in Falcon Mk-2 runs being done, I decided to do this. Quite happy with getting the sub 2'10 for this track.
For those wondering, the best time shown is actually from my hex editing tests I did 8 months ago : youtube.com/watch?v=Iz0u4IDxHEUF-Zero Maximum Velocity Hex Editing - Queen Cup in MasterFSF Returns2021-01-31 | Initially, this was just a mod to test out some possible Fast Lap strats for top players, but I decided to go through and change all vehicles in the game with this simple mod. Changes are here : pastebin.com/0fDJ2YU7
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.F-Zero Maximum Velocity Hex Editing - Bishop Cup in MasterFSF Returns2021-01-31 | Initially, this was just a mod to test out some possible Fast Lap strats for top players, but I decided to go through and change all vehicles in the game with this simple mod. Changes are here : pastebin.com/0fDJ2YU7
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.F-Zero Maximum Velocity Hex Editing - Knight Cup in MasterFSF Returns2021-01-31 | Initially, this was just a mod to test out some possible Fast Lap strats for top players, but I decided to go through and change all vehicles in the game with this simple mod. Changes are here : pastebin.com/0fDJ2YU7
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.F-Zero Maximum Velocity Hex Editing - Pawn Cup in MasterFSF Returns2021-01-31 | Initially, this was just a mod to test out some possible Fast Lap strats for top players, but I decided to go through and change all vehicles in the game with this simple mod. Changes are here : pastebin.com/0fDJ2YU7
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.Rogue Legacy 2 v0.2.2a - Invincibility glitchFSF Returns2021-01-06 | I don't know the exact trigger for this, but I do remember I had paused the game or opened the mini-map right as I landed on spikes at some point in the castle. I didn't think much at first, but when I came across the room I was in at the start of the video, I realised something wasn't right.
From what the video shows, I have a feeling that leaving the Fairy Chest room can reset whether your character is invincible or not, as the invincibility didn't wear until the next room I visited, rather than after getting the Chest itself.
Perhaps this is already known and being patched up for the next update. I'm still showing it off to the world.Doom II Master Levels - 02766 on Nessus in UV PacifistFSF Returns2020-10-31 | A much shorter level from the Master Levels set is done. Considering how RNG heavy "Attack" was previously, I'm quite happy with sub 30 seconds here with very good RNG all things considered.
The real time losses were lack of practice for this level (due to literally playing this level for around 10 minutes), and some enemies were blocking the path. I can see a run as low as around 20 seconds, perhaps lower if a faster route is found.Doom II Master Levels - 14497 on Attack in UV PacifistFSF Returns2020-10-28 | Back for another pacifist run... An awful one.
Attack is the first Master Level in the list of 21 other WADs, and while it's fine as a regular map if quite cramped, in Pacifist however you'll have to deal with Pinkies, Imps and Zombiemen blocking your way. The full breakdown of the run in this Pastebin link : pastebin.com/76MMgeCZ
The run itself can obviously be much better. My only completed attempt before this recorded run had a time of 1'30"86. But even then the time can go even lower with an insane amount of RNG luck. I'm just glad I got a recorded successful attempt.Doom II Master Levels - 13183 on Vesperas in UV PacifistFSF Returns2020-10-14 | A huge improvement over my previous time, and I even smashed my expectations.
Biggest improvements are as follow :
1/ Skipping both the Armor and Partial invisibility goodies, only taking the Supercharge at the start. 2/ Better movement in general.
Best part of the run is the recording starting at the level select screen, proving I did go on UV difficulty. It is possible to brute-force your way to the alternate Yellow key door instead of taking the much safer detour, but the Chaingunner and Imp guarding that door are a pain. If I were a guessing man, I'd say sub 1'20 is within the realm of possibilities.Doom II Master Levels - 20160 on Vesperas in UV Pacifist (OLD)FSF Returns2020-10-13 | Improved run : youtu.be/oFH-31JbV1Y
Long time no video. I've been doing some Doom II on my end, and with the September update on Steam, I got to play the Master Levels which ranges in terms of difficulty and crypticness.
Vesperas is quite full of enemies, especially if you're going for UV Max completion. But after noticing on Doomwiki.org that there's no pacifist runs of this level, I decided to tackle it. Maybe players have already done this level in pacifist before, but I haven't checked.
Needless to say, the hardest parts are the yellow and red key parts. The yellow key requires gliding on almost thin air near the left wall of the nukage room to get it, but you need to open the room by walking across the collapsing bridge leading to the Plasma Cannon. In my attempts I usually get blocked by an Imp down the acid, but in the run I was quite lucky to even get across the first time. The Megasphere is especially helpful for the red key part.
The main trouble with the red key room is of course the Archvile and the few Cacos that blocks your way. I pretty much went in the room after activating the switch as a last ditch effort, but I didn't anticipate the Archvile in-fighting the Cacos, so this was a saving grace. The Blue Key room is only worth mentionning because it's the easiest part : get the Invulnerability Sphere, activate the switch, grab the key and get back at the beginning.F Zero Climax Time Attack - 4876 on Mute City Six Carat with Panzer EmeraldFSF Returns2020-08-08 | Back to time attack I guess, since emulator times are allowed for F-Zero Climax, though only with a specific emulator : mGBA.
The run itself is an improvement over an old time of mine here with this machine. Biggest improvement is the opener, which is quite close to the best I could get. Rest was okay, and lap 3 could be a bit better.F-Zero GXTreme - 19208 on CPSO with Fat SharkFSF Returns2020-04-29 | Settings : 50% Proof time : cdn.discordapp.com/attachments/311624755130138625/704831840854343680/unknown.png
Due to the way the game works, any time set that are under 20 seconds will have the game behave as if it was in multiplayer mode, meaning the time won't be saved, nor can we save a ghost. We can however save replays thankfully.
So anyway, about this run... Go fast I guess ?F-Zero Maximum Velocity Time Attack - 14180 on Silence Open Circuit with J.B CrystalFSF Returns2020-04-28 | A return to an old game ! But this time with a twist, since this is a Time Attack video on an unusual track...
After some hex-editing on the rom, I've managed to replace the first track of Pawn Cup, "Bianca City Stretch Circuit" with the Single Pak-only track "Silence Open Circuit".
The swap works fine both in training mode and Grand Prix mode, though the only things that needs fixing are the name of the track itself and the music, but hey ! We have a playable Silence !F-Zero GXTreme v5 - 36486 on MCTR with Wild King-VFSF Returns2020-04-26 | Settings : 100%
This custom machine... Oh boy. It uses the Wild Chariot body part for negative grip (basically it pinballs all over the place), the Red Rex cockpit (to reverse controls) and the Comet-V booster (to go in reverse).
Somehow this was more controllable than I expected, probably due to Red Rex and Comet-V sort of cancelling each other out. Also it has a tendency to yeet itself easily (you can't even dive).
G-Xtreme mod created by superSANIC : gamebanana.com/gamefiles/5739F-Zero GXTreme v5 - 127376 on PTAD with Bright BarrelFSF Returns2020-04-26 | Epilepsy warning ! Due to the constant boosting shown in the run, I advise to not watch this in full screen.
Does that mean I'm back for more F-Zero ? We'll see. But for now, some Staff Ghost beating shenanigans in GX-Treme mode.
F-Zero GXTreme mod was created by superSANIC : gamebanana.com/gamefiles/5739Super Captain Falcon 64 - RTA Speedrun 1 Star in 9:22.04 (OLD)FSF Returns2020-03-26 | July 27th 2020 UPDATE : I just realised the timer has to start at 54.50 seconds instead of 0 seconds for this romhack in order to stay close to the vanilla game. The time shown on video is the attempt's length, but the actual title reflects this.
New run : youtube.com/watch?v=S6GFKbI4nDQSuper Captain Falcon 64 - Cannon Particle / Model change glitchFSF Returns2020-02-28 | I've been messing around in Bob-Omb's Battlefield, when after Falcon Punching some cannons, it turns out most particles gets replaced by the cannon model. This is mostly a display glitch and the game can be played as normal. So far I only checked Bob-omb Battlefield, so this might work on other levels.Super Captain Falcon 64 - Key Animation skip in Bowser of the Fire SeaFSF Returns2020-02-25 | Been trying out Super Captain Falcon 64, it's pretty fun. Also found this animation skip by accident. Unfortunately, this is much slower than the strategy of Falcon Punching Bowser before he flips the arena. This video has two clips back-to-back : the fail and the win.
Super Captain Falcon 64 Trailer : youtube.com/watch?v=YOyerVz8bO8Daffy Duck the Marvin Missions SNES - SFX Rip [Incomplete]FSF Returns2019-12-13 | This video showcases most SFX heard in this SNES game from my childhood. The rip is incomplete as I have only recorded up to the 3rd world's second level.Deus Ex - An easier way to the Chopper GlitchFSF Returns2019-11-05 | And with some vial for good measure !
Basically an alternative way to do the well-known Chopper Glitch by luring Gunther with a EMP grenade, rather than shooting him then get him as close to the chopper as he chases you down. An useless but fun glitch which results in an unusual death.Deus Ex - Maggie Chows first conversation triggered within MJ12 LabsFSF Returns2019-11-03 | If you enter the police station's vault in Hong Kong before seeing Maggie Chow for the first time (which requires the code she normally gives the player, thus sequence-breaking a bit), this makes Maggie Chow leave the building you have to visit, but her first conversation wouldn't be triggered then. It becomes possible however to trigger it within the Labs while she speaks with Bob Page.
I had a bit of trouble triggering the conversation's cutscene within the Lab, as I briefly forgot how to exactly do it. Turns out all you need is to either 1/ Skip the conversation between her and Bob Page by going far away from them then come back or 2/ use the Leg enhancements to jump over the event trigger for their conversation. In each of those possibilities, you just need to crouch right next to the wall afterwards and the cutscene triggers.
I haven't seen this anywhere, which is why I'm uploading it. Speaking of which, long time no video !Streets of Rogue - Bear Trap CamperFSF Returns2019-08-15 | In this attempt, I teleported to a nearby cage with a prisoner to rescue... And ended up on top of a bear trap. At low health, this proved fatal. Since a bear trap was right there, I call it a camper in the title.
I'm not sure if this is something that's supposed to happen, but I'm hoping it's not so it can be fixed.Streets of Rogues Speedrun - Slums in 3588FSF Returns2019-08-11 | A full run attempt that got this gem and ended prematurely. Heh.
Mutators used (not shown) :
Speedrun Mode No Patrolling Cops Neutral Cannibals Infinite Ammo Low Health for All Money RewardsStreets of Rogue Speedrun in 52148 IGT (Custom Character - Mutator%, v82)FSF Returns2019-08-05 | Used the mini-map method found by Maurice Rothbard. It's busted beyond belief. Showcased here : youtube.com/watch?v=hCL-ptMv4Qs
I've also used the same exact character traits/mutators as the run linked above, so look in that video's description for the rundown.
I feel like there's a good chance this can end up being nerfed in some way. We'll see what the speedrunning part of the community will do. Don't mind the parts without in-game music at the end.Streets of Rogue Speedrun in 63198 IGT (Custom Character - Mutator% Current Best Time)FSF Returns2019-08-03 | An improvement over the previous time I set by 20 seconds. More details here : youtube.com/watch?v=AGodphARwSo
Less hesitation, more explosions. Not only am I showing the Traits / Rewards pools this time, but I also added another Mutator named "Time Limit", which has no practical effect on the gameplay itself and only used it to unlock the "Time Limit Extreme" Mutator.
The run itself could be better, as I lost precious seconds in 1-3 (the Dizzy status effect is worse than you'd think), somehow forgot I could teleport in 3-1 and I had to be resurrected in 5-2. Good thing I got to pick up the G-P-Yesss trait in the first level-up though. I can see this category getting a low 6'2x"xxx or even sub 6'20.Streets of Rogue - Item fell down a hole GlitchFSF Returns2019-08-03 | So, I came across this glitch during one of my attempts. As I start 3-3, a Mission Failed message appears... And the game soft-locks. For context, I have no idea this message existed until now (could be a Retrieve Item mission that fails when the item falls down a hole). I don't know what causes this glitch though. The mutators I used are the same in my previous videos, and it's the same character, too.
Also, stage 3-3 in this run has the Killer Robot disaster. Not sure if that's related or not. Unfortunately, I didn't think of pausing the game before the soft-lock happened to see the seed used here, so unless the same seed is generated, there's no guarantee to reproduce the glitch again.Streets of Rogue Speedrun - Slums in 4888 IGT (Custom Character - Mutator% Current Best Time)FSF Returns2019-08-02 | This is from a failed attempt at a whole game speedrun, but in it I managed to get under 50 seconds IGT for the first three levels. Usually, I complete the Slums in a bit over a minute (1'0x"xx) or higher.Streets of Rogue Speedrun in 65119 IGT (Custom Character - Mutator% Obsolete)FSF Returns2019-08-01 | Newer, faster run : youtube.com/watch?v=GyyMmaNVIOo
Something different for once. Been playing this game quite a bit lately, and thought I'd do this. Lengthy description ahead, proceed with caution.
Mutators used are : - Speedrun Mode (required for any speedrun runs) - Everyone hates you (almost all NPCs are hostile, but have much lower health. Meaning that NPCs actually gets insta-jibbed by missiles rather than barely surviving a blast) - Infinite Ammo (self-explanatory) - Money Rewards (I'll only be using the Rocket Launcher, so miscellaneous items are useless. Besides, the inventory would fill up and I'd have to remove an item just to grab the Mayor's Hat at the end, losing some time) - No Patrolling Cops (meaning I won't get shot at as often)
Custom Character : B17 Bomber (AVGN reference)
Starting Stats : 1/4 Melee (useless since I have Rocket Launcher) 4/4 Speed (it's a speedrun) 1/4 Endurance (most of the time, I can avoid damage. I can also boost that stat via level-up if nothing else interesting is available) 3/4 Firearms (would have pushed at 4/4 if there wasn't so many points already invested. I can pick the remaining stat up via level-up)
Starting Items : - Rocket Launcher (the core of this character) - Resurrection Shampoo (more of an emergency item, which is popped right at the beginning of the run)
Traits [number of points] : - Blaster Master [5] (Can destroy any walls with explosives, including steel walls. Required to break through objectives) - Blaster Survivor [3] (Any explosion I cause, be it via the Rocket Launcher itself, or exploding generators/barrels via the Rocket Laucher, don't do any damage to me. Pretty much required) - Tank-Like [2] (Knockback is reduced, firing guns don't cause knockback, or too little to notice. Required since you're gonna fire a lot of missiles) - Master of Disaster [3] (Any object/wall I destroy gives me experience) - Super Studious [7] (Gains lots of extra experience, but reduces number of Chicken Nuggets gained per level-up. I don't care about Chicken Nuggets at this point in the game, and the extra experience helps quite a bit to gain levels from destroying walls and killing NPCs. Level-ups are in fact my only source of healing) - Ideological Clash [-8] (Cause random NPCs to turn hostile. Since the "Everyone Hates You" mutator is already in place, this is a perfect negative trait to pick. - Malodorous [-6] (Neutral NPCs are now annoyed. Again, negated by the "Everyone Hates you" mutator) - Strict Cannibal [-5] (Can only heal by eating corpses. Since level-ups are frequent, this is a free 5 points trait to pick from. Would have picked the "Wanted" trait if it didn't cancel Ideological Clash)
Traits I pick up during level-ups will prioritize G-P-Yesss and Teleport-Happy, since in this game, you can teleport to a marked objective via the press of a button. G-P-Yesss marks all objectives on the map, while Teleport-Happy allows you to teleport while indoors and in Disaster maps.
About the run itself : went smoothly, though at least 20 - 30 seconds can be saved, due to having to deal with finicky teleporting on levels 2-2 and 5-1 (wasn't far enough from NPCs in 2-2, and the last objective was a moving Neutralize mission, so I couldn't teleport there directly). In hindsight, I also lost time on 5-3 because I didn't realise I was close to the last objective before ending the map. I'd say 6'0x"xx is possible, maybe even sub 6 with some luck. I'm happy to have sub 7 minutes IGT though !F-Zero GX Unleashed - 52951 on MCTR with Astro RobinFSF Returns2019-07-24 | Yes yes, I could have used another machine with MTS capability, but I'm keeping the one I have in mind for another track.
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.F-Zero GX Unleashed - 46747 on CPSO with Fat SharkFSF Returns2019-07-24 | Yeah, Fat Shark has been upgraded, so might as well try it out here. Could be much much better, but this is a sweet revenge against the vanilla game denying me that sub 47 back in the days. 80% settings. Splits : cdn.discordapp.com/attachments/592446141560258570/598228382383341589/cpso_fat_shark_GXU_46_747.JPG
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.F-Zero GX Unleashed - 258875 on GPS with Speedy MirageFSF Returns2019-07-24 | Sub 3 without side attacks. Satisfied despite the many slip-ups. 80% settings. Splits : cdn.discordapp.com/attachments/592446141560258570/603316750305460266/gps_speedy_mirage_2_58_875.JPG
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.F-Zero GX Unleashed - 135949 on SOSS with Long ShotFSF Returns2019-07-24 | Mostly a special-name machine test. 80% settings. Splits : cdn.discordapp.com/attachments/592446141560258570/603641746915590305/soss_long_shot_1_35_949.JPG
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.F-Zero GX Unleashed - Possible Shift-boost on GPSFSF Returns2019-07-19 | Just showing off something I found during test runs on GPS for AKC12's Racing League. Nothing major, but it's a thing for non-SA, non-spiral shortcut play. Might be doable with other machines.F-Zero GX Unleashed - 142845 on AM with Hyper SpeederFSF Returns2019-07-13 | The first upload for the Racing League, and about the better one of the bunch I have for now. 80% settings, here are the splits : cdn.discordapp.com/attachments/592446141560258570/598228385637990482/am_hyper_speeder_1_42_845.JPG
Hyper Speeder's main thing is its gigantic boost strength, allowing it to get a lot of speed up. Its main drawback is its acceleration, which is mitigated on this track due to the early dash plates. Also, its turn radius is quite big and due to the accumulated speed, it can be hard to take certain turns, thus having to take bigger care not to do it too late.
The main trouble I ran into was using this texture pack showcased, as it obscured away the mines near the end of the track, so there were multiple failed runs where I didn't get the right mine boost because of that. Other than that, everything went smoothly.F-Zero GX Unleashed - 307833 on GPS with Moon ShadowFSF Returns2019-07-09 | 80% settings. Splits : cdn.discordapp.com/attachments/311624755130138625/598227706714521610/HNI_0031.JPG
Heh lap 3. My main trouble with this machine is the unusual manual boost timing, which I'm still not used to (it's a 1.75 seconds boost, so it lasts a bit longer than Titan-G4, but less than Wild Boar). Also couldn't find a way to have a good railslide suicide finish so I went with an MTS one instead.Nella Cerniera goes with running away scenesFSF Returns2019-07-03 | Ever since I saw the moment when Bucciarati ran away while his theme was playing during the first episode of the Green Day & Oasis fights, I wanted to do this. Nella Cerniera means "In the Zipper", and is Bucciarati's theme song in the Vento Aureo anime.
Sources :
JoJo Part 5 : Vento Aureo JoJo Part 2 : Battle Tendency Persona 4 Anime Resident Evil 4 (specifically this video : youtube.com/watch?v=ciYBdPlGpf4 )
No credits taken here.F-Zero GX Unleashed - 136288 on SOSS with Elegance LibertyFSF Returns2019-06-14 | Yeah, I'm back for some time attack in Unleashed. Upgrading to version 3.0 gives us 5 new vehicles straight from the GPL / Climax games, and here's Elegance Liberty, a machine with high acceleration and good but short MTS ability.
So yeah, spamming MTSes is fun with it, and its high acceleration lets it get back to full speed almost immediatly. Done at 80% settings, here are the splits : cdn.discordapp.com/attachments/311624755130138625/598227708022882307/HNI_0032.JPGF-Zero Falcon Densetsu, but its Traitors RequiemFSF Returns2019-06-12 | Alt Title : F-Zero's Requiem (which sounds right, considering the state of the F-Zero franchise).
Also, first JoJo related video! Maybe more will come?Deus Ex - Dont talk to maids while drunkFSF Returns2019-02-13 | That close-up, man... Never gonna drink alcohol again.
Yup, just got GX-Treme. It's fun.Deus Ex - J.Cs bad breath gets him killedFSF Returns2019-01-31 | Guess we shouldn't have nanotechnology synthetize Mentos...Deus Ex - Hey, its DentonFSF Returns2019-01-29 | Alt Title : Why you must be careful when carrying TNT crates.