metal_gear:mggb_faq

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metal_gear:mggb_faq [2020/05/02 17:54] – created plywoodmetal_gear:mggb_faq [2022/02/08 21:10] (current) – camshot plywood
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 **A:** This enemy type spots Snake very easily due to the diamond range. When a dog spots you, all other dogs on screen come to attack. The dog attack is long range jumping bite that lasts a long time with a lingering hit box. Snake doesn't have many i-frames after getting attacked, leaving him vulnerable to another bite by the other dogs. In combination with Snake's low starting HP (you only encounter the dogs on Stage 04), the dog screens are very punishing if you don't plan out your movements. **A:** This enemy type spots Snake very easily due to the diamond range. When a dog spots you, all other dogs on screen come to attack. The dog attack is long range jumping bite that lasts a long time with a lingering hit box. Snake doesn't have many i-frames after getting attacked, leaving him vulnerable to another bite by the other dogs. In combination with Snake's low starting HP (you only encounter the dogs on Stage 04), the dog screens are very punishing if you don't plan out your movements.
 +
 +**Q: Why do guards look around when hearing a noise?**
 +
 +**A:** Whenever a guard hears a noise, they will go and investigate. At any point during their pathing to the noise, they can stop, look around (aka peering), and then continue. This is completely random, and you must be prepared for it when using noise strategies.
  
 **Q: How does Being Found (alert) work?** **Q: How does Being Found (alert) work?**
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 =====Speedrun Mechanics===== =====Speedrun Mechanics=====
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 +**Q: Do I need to mash to skip codecs?**
 +
 +**A:** No, this is not MGS1. You just need to hold B to skip codecs and dialog.
  
 **Q: What does the In Game Time track?** **Q: What does the In Game Time track?**
  
-**A:** The IGT tracks purely gameplay on a frame by frame basis. Game Boy refresh rate is 59.7hz, so there aren't 60 frames in a second. This means cutscenes, load times, menus, codecs, and result screens are not tracked. Additionally, any lag in the game is accounted for. Due to these factors, the IGT in Ghost Babel is robust, and allows for fair competition between any version.+**A:** The IGT tracks purely gameplay on a frame by frame basis. Game Boy refresh rate is 59.7hz, so there aren't 60 frames in a second. This means cutscenes, load times, menus, codecs, and result screens are not tracked. Additionally, any lag in the game is accounted for. The only place where IGT fails is in Stage 13, as Viper's dialog ticks through IGT. This makes the Japanese version slightly faster. Due to these factors, the IGT in Ghost Babel is robust, and allows for //mostly// fair competition between any version.
  
 **Q: What are the differences between versions?** **Q: What are the differences between versions?**
  
-**A:** Depending on the language you select, this will affect how much real time the run takes. For example, the Japanese script saves approximately 5 minutes over English. PAL languages (Spanish, Italian, German, and French) have not been tested for speed.+**A:** Depending on the language you select, this will affect how much real time the run takes. For example, the Japanese script saves approximately 5 minutes over English. PAL languages (Spanish, Italian, German, and French) have not been tested for speed. In addition, non-Japanese languages lose IGT on Stage 13 due to Viper dialog not stopping the timer.
  
 **Q: What is the thermal goggles skip?** **Q: What is the thermal goggles skip?**
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 **A:** In Stage 08, we can skip picking up the Nikita on the second floor. This removes the entire maze section and some boring vent crawling on 2F. This skip abuses the fact that the electric floor preventing our progress on 1F is only active for a small portion of the floor. By causing an alert and luring a guard, we can go into a pixel perfect position by the floor, take damage, and abuse i-frames to go past the electrified floor. **A:** In Stage 08, we can skip picking up the Nikita on the second floor. This removes the entire maze section and some boring vent crawling on 2F. This skip abuses the fact that the electric floor preventing our progress on 1F is only active for a small portion of the floor. By causing an alert and luring a guard, we can go into a pixel perfect position by the floor, take damage, and abuse i-frames to go past the electrified floor.
 +
 +**Q: What is the camshot glitch?**
 +
 +**A:** By firing an unsuppressed gun, at certain distances turrets and cameras will not shoot or see you. This allows for faster strategies and avoiding the use of chaff grenades. 
  
 **Q: Why menu during every elevator?** **Q: Why menu during every elevator?**
  
 **A:** The animation of the elevator door closing and opening when inside the elevator happens regardless of whether or not the menu is open. Thus, you can save IGT by menuing when Snake presses the directional button or when the elevator lands at the floor. You want to do as many item and weapon menus as possible during elevators because of this. **A:** The animation of the elevator door closing and opening when inside the elevator happens regardless of whether or not the menu is open. Thus, you can save IGT by menuing when Snake presses the directional button or when the elevator lands at the floor. You want to do as many item and weapon menus as possible during elevators because of this.
 +
 +**Q:  What is the best way to move?**
 +
 +**A:** Diagonal movement should be done as much as possible in this game, due to its benefits against guards and how easy it is to round corners. Running diagonally does not lose speed over running linearly!
 +
 +**Q: What is the best way to turn?**
 +
 +**A:** Snake must literally rotate his model to move in a new direction. This is most obvious from a standstill. Optimally performed, it is best to rotate Snake manually. For example, if he is facing down and must go up, you would roll downleft, left, upleft, up very quickly, OR downright, right, upright, up very quickly. This is more relevant for VR Missions and Stage Individual Levels, as the time loss in a Full Game run is fairly minor (frames) compared to simply holding up.
  
  
  
  • metal_gear/mggb_faq.1588442076.txt.gz
  • Last modified: 2020/05/02 17:54
  • by plywood