You know every time I watch a gameplay or I replay the game there is always one dialogue that I hadn't heard before. You think "there is no way I can interact this way with that" but turns out you can!
Gabe and Lian have a long dialogue during the level fadeout, which you can skip by killing Mara, triggering Lian's "We needed her alive" line. The level still completes, and it's a few seconds faster since you don't have to wait for the regular dialogue to finish.
Thank you! There isn't a higher-quality encode, but I still have the input file and could make one eventually. I mistakenly used a lower bitrate OBS profile when I encoded this one. As for a SF2 TAS, probably not. It's a great game, but it's missing a lot of the mechanics that makes SF1's speedrun interesting for me. I don't know it confidently enough to do a TAS project like this justice. I did start a tool-assisted longplay a while back, though, optimizing for entertainment rather than speed, and I may someday finish that.
Thank you! This video is done with savestates, for researching the fastest possible speedrun. My best real-time run with no savestates is here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6T2ZzsshGdE.html
The only thing that could have made this any better was if you used Clairvoyance on the Cow Piece. It sees Raz as a Cow, too. I also thought "what if you set it on fire," but it just jumps around, so that's not missing a lot.
On the approach to this fuel tank, I look to see if Gabrek is approaching the corner, as he can be aggro'd by hearing enemy gunshots or seeing you as you come down the corridor. If that happens, it's very hard to kill him while also dodging the enemy wave that spawns nearby. So as soon as I tag the fuel tank, the game checkpoints me and I go into the menu and load to the nearest checkpoint, which I just hit. It costs about 5 seconds, but it resets the guard positions and I can take Gabrek out without being shot by the very difficult guards in this level.
@@Baronhaynesthanks for the quick reply! You explained it very well. I haven't played this game since the early 2000s so I forgot about being able to load checkpoints. It all makes sense now.
Bro, the roll under the burning helicopter. I yelled. This run is so good. I see a few places where some seconds can be shaved off, happy to outline them, but overall, excellent effort!
There are two inventory glitches that can be combined - the main one is an animation interrupt where you use the weapon wheel during a fall or roll, which confuses the game and equips both weapons at once. The other is an inventory ID glitch, where specialty items like C4, keycards, and the viral antigen use the same slot as grenades, and by double equipping them with the PK-107, allows you to throw grenades while firing it in first person. I use the animation interrupt while falling off the top boxes at 28:17, combining the antigen with the PK-107. You can see it worked because I'm holding the PK-107 in one hand. I fire it in first person on the ledge, and Gabe auto-targets the scientist in the room behind the stained glass with a gas grenade. At some point I'm going to make a video explaining this glitch in greater detail, but I do the same trick in Mission 8 at 20:17 with a roll interrupt, to knock out the motion sensors with a grenade without having to go through the fence.