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  #31  
06-06-2011, 02:12 PM
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That's what makes it a tool-assisted speedrun. Why would you want to watch them fail over and over?
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  #32  
06-06-2011, 02:57 PM
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There are speedruns where people play the games on the actual hardware but this is very rare. The only one I ever recall seeing was Jaws on the NES. I fail to see why your complaining OddMan. If the same player did that entier run recorded from an actual PSX it would be nowhere near as good, fast, or entertaining.
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  #33  
06-06-2011, 03:40 PM
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For non-TA speedruns, go to SDA. They even have Oddysee and Exoddus (although they are any% runs, rather than 100%).

Also, TASs are not meant to be about showing off how good you are, they are for entertainment. (Although it takes a huge amount of skill to make a good TAS still, and improving them does get quite competitive for some games.)
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  #34  
06-06-2011, 03:58 PM
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I would love to see how fast the same player could beat AO without having to get 100%
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  #35  
06-09-2011, 03:07 AM
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I completed AO around 3 and a half hours, saving as little Mudokons as possible. Such as the ones required to gain the Shrykull power.

Speaking of glitches, anyone tried the 'Follow Me' glitch? If a Slig is walking towards a drop, just keep saying 'Follow Me' and he'll walk right off the edge. It can be done on the third screen, yeno, the one with the doors.

Twas removed in Exoddus, though. BAH
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  #36  
06-09-2011, 04:31 AM
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I thought it was possible to play through the entire game by only having to rescue one mudokon. The very first one at the begining of Rupturefarms II. You need to save him to shut off the electric gates but I'm quite certain he is the only one in the game that you NEED to rescue.
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  #37  
06-09-2011, 05:14 AM
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What about #99?
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  #38  
06-09-2011, 05:20 AM
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You don't actually need him.

Dropping into the final screen, the Sligs kill you but the final cutscene will play anyway.
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  #39  
06-09-2011, 06:01 AM
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The follow me glitch works well for getting elum in Scrabania.
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  #40  
06-09-2011, 06:07 AM
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Making the Slig walk off the edge and into the mine? Aye, that's how I discovered it after being frustrated at what to do with him.
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  #41  
06-09-2011, 11:02 AM
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Yes same here, there is some response but not in all sligs if you notice which makes me think that some sligs have it in their ai to follow. You can get them to say hi if you say it enough as well.
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  #42  
06-09-2011, 11:26 AM
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Any Slig on a path with a ledge at either side will always walk off of it if you continue to say 'Follow Me' whilst he's walking towards it.

It won't work if he's walking the other way, or remaining stationary.
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  #43  
06-09-2011, 11:31 AM
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Oh ok then.
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  #44  
06-09-2011, 11:39 AM
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Yeah, that shut you up.

I know we're talking about Abe's Oddysee, but there's a weird glitch in Munch's Oddysee where no enemies will attack you if you don't focus the camera on them. If you're approaching enemies, swing the camera around away from them. They won't even acknowledge you but the moment a millimeter of their body appears onscreen, they'll attack.
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  #45  
06-10-2011, 04:06 PM
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Yeah, that shut you up.

I know we're talking about Abe's Oddysee, but there's a weird glitch in Munch's Oddysee where no enemies will attack you if you don't focus the camera on them. If you're approaching enemies, swing the camera around away from them. They won't even acknowledge you but the moment a millimeter of their body appears onscreen, they'll attack.
Really? I've never tried that.
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  #46  
06-11-2011, 09:51 AM
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I discovered it on the Loading Dock level. The lower area where there's a ton of Interns and Vykkers. I had Abe jump down and make his way to the well on the other side, whilst keeping the enemies out of the camera. None of them attacked.
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  #47  
06-11-2011, 10:43 AM
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That actually sounds intentional, maybe to prevent having enemies surprise the player and being, for lack of a better word, cheap.
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  #48  
06-11-2011, 01:12 PM
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Enemies usually yell something before attacking, so I don't think they'd attempt to sneak up on you.
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