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metal_gear:mggb_faq [2020/05/02 17:59] – [Speedrun Mechanics] plywood | metal_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' | **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' | ||
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+ | **Q: Why do guards look around when hearing a noise?** | ||
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+ | **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?** | ||
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+ | **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, | + | **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, |
**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. | ||
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+ | **Q: What is the camshot glitch?** | ||
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+ | **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?** |