User File #638441348749233385

Upload All User Files

#638441348749233385 - Top Gear 2 All Tracks in 1:57:21.52

Top Gear 2 (USA) All Tracks in under 2 hrs.bk2
In 1:57:21.52 (423187 frames), 228228 rerecords
Game: Top Gear 2 ( SNES, see all files )
25 downloads
Uploaded 2/21/2024 5:54 PM by Technickle (see all 158)
Top Gear 2 All Tracks Beaten in under 2 Hours!
This is the first ever proof of this game being beaten in under 2 hrs! This has been a goal of mine for the past 3 years, and now I can finally show it off.
Game Objectives:
  • Uses Bizhawk 2.9.1 (BSNES v115+)
  • Aims for fastest Completion Time
  • Abuses Programming Erros (Speed Glitch)
  • Heavy Glitch Abuse (Wall Glitches)
  • Takes Damage to save time (car Armor Diagram)
  • Uses a Game Restart Sequence (usual frame 33 soft restart)
  • Genre: Racing
This movie is one that I've been dreaming of for 3 years. This took many trials and tribulations through rigorous effort to exploit and abuse the games mechanics to get a time below 2 hrs. Such a goal was thought impossible, but alas, has now been proven to be possible. Over the course of testing around 438 branches to quantify this goal I made sure that this was going to happen whether I wanted it or not. I really hope you end up enjoying it as I did make it, it's one of my biggest passion projects and I don't say that lightly.
Tricks, Glitches, Techniques
Hyper Reverse Super Speed (HRSS)
When getting the car in a speed state that is greater than a value of 238, you can frame perfectly gear back down into Reverse and whatever speed was kept over it can't go down quickly enough to quantify a slower speed rate. By allowing the car to hit another car from the backend and also gearing up past 1st gear, the car will go past the intended speed calculation of 262 and break into the upper 400's. While going this fast, the car doesn't actually have a turning animation so to keep it from spinning/crashing I have to meticulously calculate a speed value of 342 or lower *in some instances* to have a better chance at gaining control.
Hyper Extended Super Speed (HESS)
This is a trick is used on long straight aways and allows the car to keep a speed value of 355 MPH. In order to keep this speed, the car needs to have a nitro boost active, otherwise the speed glitch will soft cap at 342 and lower drastically back to its normal rate. This makes races that would otherwise be 4 or 5 seconds longer now shorter.
Backwards Momentum Wall Glitch (BMWG)
Some tracks have a mirrored version a wall on the opposite side of a tunnel it occupies. This means that whatever side the intended glitch works on will give me a wall glitch like a normal one would. By gearing up past 238 MPH and gearing back down to reverse and gearing back up again, it will keep whatever speed is left over and go past the intended 95 MPH backwards rate the game allows. This makes the wall glitches work otherwise the speed at which you travel backwards is too low to clip.
Object Displacement Clip (ODC)
When a wall and an object such as a turn merger or a light post collide with one another and the car at the same time the car will get displaced due to the object being way to close to a wall and skips any intended area that would otherwise be unskippable. Take Toronto as an example.
Nitro Timer Extension (NTE)
Under normal conditions, the game will forcibly slow the car down to its intended rate after a nitro has been used. By timing the nitro usage at specific points, the car can't slow down past 228 MPH. This is particularly useful when going down or up a sloped surface. Take Chile as an example.
Computer Bump Speed Up (CBSU)
This is a technique used at the beginning of the run and a tiny bit later, to gain an advantage by beating the track quicker. When a computer car bumps the car from the back, you'll gain whatever speed they had at the time of the bump and jump up in speed rate for a short amount of time.
Off-Road Timer Manipulation (O-RTM)
By pin-pointing the finish line point some frames can be saved by driving off the road and into the grass. This will change how the timer behaves and will give a lower time than if the car stayed on the road.

previously published movie from 3 years ago which stood at: 2:11:59.62 @60.0988
Current Movie Frames: 1:57:21.52 @60.0988 <- actual frame rate (not 60.00)
Time Difference: 14:36 (14 Minutes, 36 Seconds) faster than 2:11:59.62

Possible Improvements: I'm sure there may be some frames here and there, but as of now I just want to be done and leave it off on a good note and not sour the moment. If someone wants to improve this sometime down the line (not me) feel free to.