A Japanese edition of Crash Bandicoot N. Sane Trilogy is sold on August 3.
Game objectives
- Emulator used:Bizhawk 1.12.0
- Abuses programming errors
- Aims for fastest time / Any%
- Genre: Platform
Tricks and Techniques
- Zip-Zagging
- Gate clip
- Item glitch
The8bitbeast's explanation is very good. #5383: The8bitbeast's PSX Crash Bandicoot: Warped "item glitch, gate clip" in 08:18.40
Update information
- Collision judgment at some gates disappeared offscreen, so I considered that and went through that short.
- It was possible to increase stamps at high speed at level 21.
- Because a globular enemy would spread an invincible shield based on a global timer, I adjusted that by reducing a loading stop.
- Because a loading stop would occur if you approached the last gate of level 21 at high speed, when waiting for prickly enemy, a camera was led to front a little and that was evaded.
- I reduced a lag of the last battle.
Comment
The BIOS which thought I was SCPH1000 seems to have been SCPH3000.
Expansion edit object file for Aviutl
If you can use Aviutl, and you'd like to consult the right side of this movie, please refer to this URL.
https://drive.google.com/open?id=0B1Crt49ACDBPZFkwTEI3Y0k2NGc
Special Thanks
Lapogne36, The8bitbeast, mozk_fes
Noxxa: Judging.
Noxxa: The game's subtitle of "Warped" turns out to be pretty descriptive of what this run is. We've seen zip-zagging before in previous runs, but this one is most effective at showing off just how broken it is, both for traversing stage sections at ludicrous speeds and for playing around during the final boss battle.
Aside from that, it's a clear improvement in routing compared to the previous run done on the USA version. As such, accepting as an improvement to that movie.
Sync note: the movie does sync on SCPH1000, rather than SCPH3000 noted above.
Spikestuff: Publishing.