![]() That, and at the time I had it as in intention to get all platinum relics to show off since there was very little else I could do to show off. Obviously mistakes are going to happen with the segments being that long. Problem is, each segment in this way easily totaled over 12-15 minutes each. Initially, the rejected speedrun had 12 segments, essentially a segment for each world (levels 26-30 counted as a world), then a segment for each world again to get their relics after beating Cortex the first time, totaling 12 segments. Hot after just completing the extremely-satisfactory Crash Bandicoot 2 speedrun, I was anxious to improve my last evidence of suckage -Crash Bandicoot 3. I'll skip the details about the 100% table, go to the Super Mario World 2:Yoshi's Island page and see the comments on the table for details about it. Which, if you don't know, was the 100% table. Once the run was published, immediately overnight, my reputation was reestablished, and the YI enthusiasts who saw the run were eager to watch whatever I had planned next. ![]() I managed to improve my Yoshi's Island SS time by nearly 22 minutes. Getting the feeling of "settling for just this due to time restraints", it's a good habit, but probably lessens the overall satisfaction of any completed speedrun. Continually seeing more ways to improve the things I had just improved, I developed my now-attitude of never being satisfied with anything I ever publish. Every day, of every week from then, I practiced. Then I began to get determined to improve my reputation as a speedrunner, and improve all my records drastically. I began to see that they lacked quality -the deaths, missed jumps, and failed shortcuts in the Sonic Adventure DX run as Sonic to the death in 6-4 that cost almost 5 minutes in the Yoshi's Island 'run. I rewatched all the speedruns I had published on SDA prior to both Crash Bandicoot games being rejected. Needless to say, I was quite embarrassed about the situation, but I finally saw the need for a revolution. (20 times in 7 segment crash 2) A few deaths in a long Single-segment run aren't too bad.ĭozens of deaths in a segmented run? I don't think so." "You may have practiced before hand, but taking one or two days to do a 3+ hour run doesn't make a good one.Įspecially the fact that you segmented the run to 12 segments and died 23 times is laughable. ![]() Upon Radix receiving the excuse of a speedrun, he replied in the tread I started with the rude-awakening that forever changed my attitude towards producing speedruns: The rejected 3:08:xx Crash 3 run is a very important run in the development of me, t r i. That run was started very shortly after completing the rejected 2-hour plus Crash 2 speedrun. The main one being very impatient in producing a quality speedrun. This was back in my regretted novice days of course, so I made plenty of mistakes. Marked the beginning of any work on a Crash 3 speedrun. This new play style required to produce a speedrun of the game made it far less fun to do such. That's because the routes that I found the fastest in most of the levels in Crash 3 required take a major risk, such as a huge ass jump made tricky due to camera angles, that proved very difficult in which merely executing it yielded success. My Crash 3 run doesn't have the flashiness of the previous run, but that allows it to shine in a different aspect of endurance and execution versus perfection. I view this speedrun as a sequel to the Crash 2 one, which greatly contributes to my attitude of not being satisfied with this run, mainly because it just can't be as entertaining as Crash 2 to watch because it's so linear. My previous project, Crash Bandicoot 2, contained many sequence breaks, skipping entire levels and still maintaining a 100% in-game accomplishments. In my perspective, I find that a sequel should only be produced if there warrants a great purpose and an audience to satisfy from whatever the first offering featured. Available in five versions: low/normal quality DivX, and normal/high/low quality H.264 MPEG-4.Īll 105% of the game completed in 18 segments, totaling 2:39:00. Full Game Leaderboard Category Extensions Level Leaderboard All N.Speed run of Crash Bandicoot 3: Warped with 100% (105% according to game) and death abuse in 18 segments, completed on January 1 2007.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |