Post subject: Gex 3 - Deep Cover Gecko
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Joined: 3/31/2010
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I propose an improvement to this run should be done on the PSX version, as that one is superior in nearly every regard. Hence the new topic. If one already existed, apologies, I couldn't find it. The game seems to have a rather haphazard approach to collision detection, there may be quite many big and small improvements by clipping through walls or jumping over boundaries. Refer to this video to see what I mean: Link to video
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I agree that an improvement should be on the psx. That also goes for its predecessor. In Gex 3 you will knock some time off my N64 run by not having your position reset to mission control every time Agent Xtra talks to you. Plus the Greek level is completely different (though I not sure if it would be faster or longer). Also, wow, I did not know about that boundary stuff. It should definitely save a chunk of time. Hopefully someone works on this.
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Mukki wrote:
Also, wow, I did not know about that boundary stuff. It should definitely save a chunk of time. Hopefully someone works on this.
There's more where that came from: Link to video I'll be playing through the game, recording all the useful skips and glitches I can find. Also, here is a 100% speedrun at 3:19:52. It makes the idea of 100% TASing the game almost look feasible. While there are no crazy glitches in the run, the runner uses death warps to get back to the TVs quickly in the Anime channel. Pretty nifty if you ask me. Link to video More. Link to video One more for the kids. Enter walljumping, which works on convex, slippery surfaces. If gex slides down a wall, he can jump when he hits the edge of it. Allows me to finish Western Station without ever touching a donkey. The video also contains a way to get the crap mountain quicker and a neat little vertical zip that happens if you put a donkey between a rock and a hard place.
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Some very nice stuff there. I remember trying to get the blood cooler and pirate ship stuff to work years ago but couldn't get the angles right. Scaling the side of the mountain in the western level looks great. I remember briefly considering 100% for this game, but this game is too much of collect 'em up at the best of times. It'd probably be too boring for publication, though I'd be interested to see it myself. All these improvements make me curious as to how much Gex 2 can be improved by...
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Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I'm bumping this because Crash, the WR holder, found something pretty big: Link to video I'm not really sure how it works, but it seems that there are two ways of doing this. One allows for the "triple collection" as seen in the video, while the other is some sort of wrong warp (sadly, it stays on the loading screen forever). Both methods require the remote having already been obtained. I had no luck replicating this so far, but I was doing it on the N64 version, so maybe it is PSX-only. Regardless, this glitch should be tested out more, as it has huge potential to break the game.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Spikestuff
They/Them
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Link to video I've posted this at n64 area too.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Been a while, but motivated by andypanther's progress on Gex 64, I decided to take a look at this again, and this trick was too cool not to share. Link to video Skips having to get the firefly at the beginning. Also, you can tailbounce on the barrel without breaking it if done carefully, allowing you to get over the wall. As a side note, if you move the camera away from Cuz before the game counts him as rescued, the remote won't spawn.
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An unassisted Gex 3 100% run on PSX in 2:29:40 by Reece65536 Not only is it a lot faster than the previous run I linked, but it contains some incredibly cool strategies. Now I want to see a TAS of this.
Tigame
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scrimpeh wrote:
An unassisted Gex 3 100% run on PSX in 2:29:40 by Reece65536 Not only is it a lot faster than the previous run I linked, but it contains some incredibly cool strategies. Now I want to see a TAS of this.
Exactly! This run looks just amazing and it's even sub 2.5 hours now. Maybe a TAS could even go sub 2 hours? I wanna see this! :)
Post subject: PS1 WW Setup
Tigame
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I found this setup for a Wrong Warp on the PS1 version quite some time ago. Has been tested and verified on console by Reece65536. Link to video
Post subject: Wrong Spawning Glitch
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This is a really cool glitch which lets you spawn in different places in Mission Control. PS1 only. Link to video
Tigame
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Joined: 12/19/2015
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This is probably pretty important for any TAS's of this game in the future, even if it only saves a few frames each time. Would overall save about 8 seconds in an 100% run. Link to video
Post subject: Walking in Water
Tigame
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This especially saves time in the Water Section in Gangster TV in 100% but this would most likely also save time in other water sections in a TAS. Link to video
Post subject: New Slide TV-Cancel
Tigame
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This is the new Slide TV Cancel that was found. Credit goes to Reece and me, Reece came up with the idea that the jump after a cancel might have happened because of Gex sliding onto the button but I tested it and found out how easily it works. This saves over 4 minutes in No Wrong Warp and I've gotten the record with it already. Also makes the previously frame perfect Wrong Warp in Any% really easy now. Should save a ton of time in 100%. Link to video