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Segment 7: 3/1 is a much better door code than 9/9, obviously.My luck didn't really carry over in round two though. Segment 6: That first battle went freakishly well, to say the least.Stole a Power Glove from Ketchop as well. This obviously leaves Serge in better condition for the battle, which is important. Segment 5: Ketchop's initial combo always targets the lead character, so Pierre is chosen as the victim (though I've seen him dodge all 3 before).Now to make point out a few things about some segments (note that there will be more detail in the audio commentary than there is here): Spikevegeta offers money, and my priorities quickly change.I planned to work on this run again after I completed a run of a different game.Motivation to do this run pretty much died.My old run comments gave a rather lengthy description of the events leading up to the run, but there isn't much to say here.

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More on that later though.Īnyway, I'm not completely sure what else to say here. It only cost me about 10 seconds or so, but it's really hard not to shudder when seeing it. By far the most blatant one occurs near the end of segment 19, and that is probably the one I'd describe as being the worst (completely my fault, no luck involved at all). Now, I have to admit, this run does have its own moments of suck. You may (for some odd reason) think I'm overreacting about the level of suck, but after watching this run, you'll probably change your mind. That thing was downright horrific, and it's shameful that I actually submitted it (Sir VG was right to have doubts). Thanks to all of you (unless you're one of those shady Trigger fanboys, that is). :Pįirst of all, I must apologize for the train wreck that was the previous run.

  • The Chrono Cross topic people: Sorry to bunch you guys into a large group, but I hope you understand.
  • Remember kids, money is a great motivation booster.
  • Spikevegeta: Announcing a $50 bounty for a sub-7:16.01 run definitely gave my queue a jolt, and I thank him for getting me off my lazy butt (so to speak).
  • Kimura Masahiro: Do I honestly need to say why? Though I've never heard from him, his record of 7:16.01 on Ultima Garden has served as a great inspiration to me.
  • He even managed to plan the FATE battle WAY in advance, which is pretty awesome.
  • Inichi: Quite a few of the battles (among other things) were planned by Inichi as well.
  • He did so much planning work for this run that it would be easier to just note battles that he didn't plan (seriously). Nitrodon, on the other hand, is very good at it.
  • Nitrodon: I am NOT exaggerating when I say that the improvement run would've sucked without him.
  • Wesley 'Molotov' Corron on September 8, 2008
  • 4 Advanced Gameplay, Possibilities, and Sequence Breaking.
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    Successful runs have been described as relying on two factors the first is skill, "that which makes it possible," and the second is luck, "that which makes it happen." Other challenges are presented at end of this area. Since a tool-assisted speedrun doesn't exist for Chrono Cross, and since a traditional speedrun has edged out the TAS for Chrono Trigger, the Compendium will cover traditional speedruns. Emulated speedrun listings also exist, called "tool-assisted speedruns." Emulators are also used for rapidly evaluating new skills and techniques for later application in a traditional attempt. Traditional speedruns are recognized by the Speed Demos Archive, and are videotaped on a console. Other esoteric gameplay information will be presented in addendum, along with pressing issues and possibilities that may shave off even more seconds of playtime. Here, the Compendium aims to document the fastest Chrono Cross players alive and the techniques employed to achieve their low times. Welcome to the Chrono Cross Speedrun and Advanced Gameplay Techniques section.






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