Differences
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metal_gear:mggb_faq [2020/05/15 02:11] – [Speedrun Mechanics] plywood | metal_gear:mggb_faq [2022/02/08 21:10] (current) – camshot plywood | ||
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**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?** |