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metal_gear_solid:tts_faq [2019/10/05 17:01] – [Community/Leaderboard] plywood | metal_gear_solid:tts_faq [2021/02/23 00:15] (current) – [Speedrun Mechanics] glitches added plywood | ||
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=====Game Mechanics===== | =====Game Mechanics===== | ||
+ | **Q: How do you deal with Analog deadzones or controller weirdness? | ||
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+ | **A:** Certain diagonals can cause snake to walk instead of run. Be extra careful that sticks are neutral when plugging in the controller. Also there is a possibility your controller port is shaky or dirty. Thorough cleaning of the ports is a good idea, and deliberate straight smooth insertions at all times are a good practice. | ||
=====Speedrun Setup===== | =====Speedrun Setup===== | ||
**Q: Should I run this on Gamecube or Wii?** | **Q: Should I run this on Gamecube or Wii?** | ||
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**A:** Gamecubes // | **A:** Gamecubes // | ||
- | =====Speedrun Mechanics===== | + | **Q: What are suggested splits for livesplit? |
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+ | **A:** Cell Fight | ||
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+ | Ocelot | ||
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+ | M1 Tank | ||
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+ | Ninja | ||
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+ | Mantis | ||
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+ | Wolf 1 | ||
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+ | Disc 2 | ||
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+ | Tower A | ||
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+ | Hind-D | ||
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+ | Wolf 2 | ||
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+ | Raven | ||
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+ | PAL | ||
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+ | MG-REX | ||
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+ | Liquid | ||
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+ | Escape | ||
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+ | =====Speedrun Mechanics | ||
**Q: Why do speedrunners quickly swap their weapon while crawling?** | **Q: Why do speedrunners quickly swap their weapon while crawling?** | ||
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diagonal angles, Snake will walk instead of run. This is unforgivable, | diagonal angles, Snake will walk instead of run. This is unforgivable, | ||
360 degree analog. Due to this, some runners (e.g. Plywood or Sylvaned) use mostly dpad for movement. Certain rooms are easier on dpad than analog, and vice versa. Certain strategies open up with analog movement as well (e.g. Warehouse North on Normal). | 360 degree analog. Due to this, some runners (e.g. Plywood or Sylvaned) use mostly dpad for movement. Certain rooms are easier on dpad than analog, and vice versa. Certain strategies open up with analog movement as well (e.g. Warehouse North on Normal). | ||
+ | |||
+ | **Q: How does the Nuke Bldg skip work?** | ||
+ | |||
+ | **A:** Due to how animations work in the MGS2 engine, you can move Snake through the door and avoid crawling underneath the door. Equip a weapon (ideally the M9 on Very Easy or Easy, the Chaff or the Book), crouch by the door, and begin moving in the opposite direction of the door. While moving, quickly unequip and re-equip the weapon to move past the door. This allows you to skip the Colonel Campbell call, saving about 7 seconds. | ||
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+ | **Q: How does the prison skip work?** | ||
+ | |||
+ | **A:** When exiting the prison, Johnny is supposed to be knocked out in some way or back in the bathroom through an unskippable cutscene. However, if you pick up the gear with a very precise roll, a bonk setup with a more lenient roll, or throw Johnny to the ground and immediately exit the room and re-enter the room, you will skip a story flag. This story flag skip allows you to avoid the cutscene and codec at Meryl' | ||
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+ | **Q: How does the girder glitch work?** | ||
+ | |||
+ | **A:** By placing Snake in a particular position next to the girder, the game thinks Snake is on the opposite side where he can walk when in reality he is not. This causes Snake to fall to the bottom, saving time. | ||
=====Community/ | =====Community/ |