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jagg2zero
Australia
เข้าร่วมเมื่อ 26 ก.ย. 2010
Aero GPX Early Access: Deadly Straights - 0'58"903 (Silken Speeder)
From the public Early Access build: store.steampowered.com/app/2160360/Aero_GPX/
Check out the other runners and their cracked runs: www.speedrun.com/aerogpx
My 1'02"985 time from the demo was beaten (twice) by Taechuk, so I got this run in response. Here's his run if you haven't seen it yet: th-cam.com/video/tyZvzvHPdgo/w-d-xo.html
I missed a lot of Smooth Landings plus the start of lap 3 could've been a lot better (see bonus footage) but I feel if lap 3 went too well, I'd probably gain too much speed and crash hard at some point so maybe that wonky lap 3 start was for the best ¯\_(ツ)_/¯
The biggest improvement I made to this run over my previous run was getting more boost energy at the end of lap 1. With more boost, I'm able to keep boosting while Drill Diving in the middle part of laps 2 and 3 and keep building speed to 4000km/h+ as opposed to letting speed drop to 3000-3500km/h.
Using a modified lap 1 strat that hits more boost pads, I was able to get enough speed to do the big jump at the end of lap 1 and land at the very start of the refill zone, which gave me much more boost to use. The only thing with this strat is that Final Burn is triggered later, but having extra boost in the tank is more than a worthwhile tradeoff.
By the way, the boost pads at 0:18 and 0:22 are normally impossible to hit at these speeds (you'd just fly straight over them), but I managed to hit them anyway by holding up on the stick and delaying the start of the Drill Dive. This loses speed in the short-term, but it makes the machine land earlier onto the boost pads which gains more speed in the long run.
This idea came from watching Taechuk's Deadly Straights run(s) where he repeatedly lets go of the Drill Dive button during the final jump of lap 1 to get a lower jump into the airborne pyrotechnics as well as the boost refiller.
The spin attack animation was disabled via the settings menu to make it easier to perform better spin grinds.
0:00 - The run
1:18 - Very early Final Burn
1:33 - Fast lap 3 triple jump strat (bad ending)
1:54 - Triple jump but so fast it turned into a double jump :(
Check out the other runners and their cracked runs: www.speedrun.com/aerogpx
My 1'02"985 time from the demo was beaten (twice) by Taechuk, so I got this run in response. Here's his run if you haven't seen it yet: th-cam.com/video/tyZvzvHPdgo/w-d-xo.html
I missed a lot of Smooth Landings plus the start of lap 3 could've been a lot better (see bonus footage) but I feel if lap 3 went too well, I'd probably gain too much speed and crash hard at some point so maybe that wonky lap 3 start was for the best ¯\_(ツ)_/¯
The biggest improvement I made to this run over my previous run was getting more boost energy at the end of lap 1. With more boost, I'm able to keep boosting while Drill Diving in the middle part of laps 2 and 3 and keep building speed to 4000km/h+ as opposed to letting speed drop to 3000-3500km/h.
Using a modified lap 1 strat that hits more boost pads, I was able to get enough speed to do the big jump at the end of lap 1 and land at the very start of the refill zone, which gave me much more boost to use. The only thing with this strat is that Final Burn is triggered later, but having extra boost in the tank is more than a worthwhile tradeoff.
By the way, the boost pads at 0:18 and 0:22 are normally impossible to hit at these speeds (you'd just fly straight over them), but I managed to hit them anyway by holding up on the stick and delaying the start of the Drill Dive. This loses speed in the short-term, but it makes the machine land earlier onto the boost pads which gains more speed in the long run.
This idea came from watching Taechuk's Deadly Straights run(s) where he repeatedly lets go of the Drill Dive button during the final jump of lap 1 to get a lower jump into the airborne pyrotechnics as well as the boost refiller.
The spin attack animation was disabled via the settings menu to make it easier to perform better spin grinds.
0:00 - The run
1:18 - Very early Final Burn
1:33 - Fast lap 3 triple jump strat (bad ending)
1:54 - Triple jump but so fast it turned into a double jump :(
มุมมอง: 1 000
วีดีโอ
Aero GPX Early Access: Wavia: Funnel Dive - 1'06"297 (Wicked Motor)
มุมมอง 8K5 หลายเดือนก่อน
From the public Early Access build: store.steampowered.com/app/2160360/Aero_GPX/ This strat was inspired by this video from Super Bnns that showed a way to go over 10,000km/h on Funnel Dive: th-cam.com/video/cqyPZijxXW0/w-d-xo.html EDIT: D1rty Dan came up with an earlier lap 1 "hamster wheel" strat: th-cam.com/video/u1srI2oO-CI/w-d-xo.html When going for this "360 no scope" strat, it's vital to...
Aero GPX Early Access: Burning Rollercoaster - 1'15"320 (Ivory Mako)
มุมมอง 4.1K5 หลายเดือนก่อน
From the public Early Access build: store.steampowered.com/app/2160360/Aero_GPX/ So far, this is probably the hardest track in the game to go completely full send on for 3 laps straight. I even had to slow down at 0:53 and 1:13 in order to take the next corner without crashing. Compared to the Kickstarter demo, Drill Diving is much easier but also less effective at higher speeds so there are ti...
Aero GPX Demo: Super Cylinder - 1'13"420 (Passion Kite)
มุมมอง 4.9K7 หลายเดือนก่อน
From the Steam Next Fest June 2024 Demo: store.steampowered.com/app/2160360/Aero_GPX/ The layout of this track has been changed from the KS demo to be generally less cramped and less difficult to drive on. There are also now spots where you can fully leave the track to do a Drill Dive, but it can be quite difficult to get consistent "jumps" from the cylinder because physics™. As for the run its...
Aero GPX Demo: Deadly Straights - 1'02"985 (Silken Speeder) [old]
มุมมอง 9K7 หลายเดือนก่อน
From the Steam Next Fest June 2024 Demo: store.steampowered.com/app/2160360/Aero_GPX/ EDIT: Current PB (0'58"903): th-cam.com/video/7cxH8FnJp24/w-d-xo.html Definitely one of my favourite tracks from the demo. I missed the 2nd boost in lap 3 and that snowballed into at least a half second time loss. No idea if sub 1 minute is possible but I'm content with this time for now. While I haven't thoro...
[TAS] F-Zero GX: Mute City Serial Gaps - 0'13"508 (Max Speed)
มุมมอง 2.3Kปีที่แล้ว
A 13"629 improvement over the previous TAS. Never thought I'd be TASing GX again, but here we are. So...I got stuck on an X TAS and needed to shift to something else. Instead of doing Climax again or something, I decided to give GX another go because there's an experimental branch of BizHawk that comes with a Dolphin core, enabling BizHawk to TAS GC/Wii games: github.com/CasualPokePlayer/BizHaw...
Aero GPX Kickstarter Demo: Midnight Flight - 0'53"568 (Passion Kite)
มุมมอง 2.8K2 ปีที่แล้ว
Note: This is from the old 2022 Kickstarter demo. A 15"800 improvement on my previous time. Midnight Flight has been updated with extra boost pads since I last played it which makes this new strategy easier and faster. My thoughts on each lap... Lap 1: Really solid lap that's faster than what I usually average. There's a flashier (and sometimes faster) strategy that I didn't get to show off in ...
[TAS] F-Zero Climax (no speed cap): Mute City Eight Carat - 0'32"37
มุมมอง 3.4K2 ปีที่แล้ว
Speed cap removal mod created by Catador. The maximum speed that can be displayed is 2999km/h but it's possible to go much faster than that, so I blacked out the speedometer and added my own, plus I added the max speed reached to the results screen. Note: These features are a combination of (novice) lua scripting and video editing, and are not actually modded into the game itself. More walls of...
[TAS] F-Zero Climax: Mute City Eight Carat - 0'43"46
มุมมอง 2.4K2 ปีที่แล้ว
While TASing this track, I found an odd little trick to preserve more speed in lap 1 which saved several if not dozens of frames. When Night Thunder turns normally (i.e. not narrow or wide turning) for 1 frame, its yaw changes by 311 units (for context, a full 360 degree rotation is 65536 units). But when NT turns to the left for just 1 frame, and *only* to the left, its yaw changes by 311 unit...
Aero GPX Kickstarter Demo: Figure 8 Circuit - 0'48"341 (Ivory Mako)
มุมมอง 10K2 ปีที่แล้ว
Note: This is from the old 2022 Kickstarter demo. Beaten by Dan (47"970): th-cam.com/video/wRsldZfC9dY/w-d-xo.html Beats my previous PB by a whopping 10"444. ...yeah Sunlit Warrior definitely wasn't the best pick for this track, but ho boy it's a lot harder (yet more satisfying) to get a clean and fast run with Mako. I could go for sub 48 (see best splits below), but this is still a really soli...
Aero GPX Kickstarter Demo: Midnight Flight - 1'09"368 (Passion Kite) [old]
มุมมอง 5K2 ปีที่แล้ว
Note: This is from the old 2022 Kickstarter demo. EDIT: 53"568 th-cam.com/video/YPH8IT6-N9w/w-d-xo.html Keeping this run together was an ordeal and a half. This could be faster but I'll absolutely take it. I have no idea how I survived both cylinder sections in lap 2, but I did lose a bit of time from them. On the cylinder jump in lap 3, I jumped a little too far to the left before going back t...
Aero GPX Kickstarter Demo: Figure 8 Circuit - 0'58"785 (Sunlit Warrior) [old]
มุมมอง 3.6K2 ปีที่แล้ว
Note: This is from the old 2022 Kickstarter demo. EDIT: 48"341 with Ivory Mako th-cam.com/video/wbCDokbxqlo/w-d-xo.html The F-Zero stuff has hit a bit of a roadblock for me lately so here's some Aero GPX. It's a pretty cool and pretty fast game. I somewhat messed up the final turn but thankfully not in a way that ruined the run. Overall, I'm fairly happy with the rest of the run, especially the...
F-Zero X: Big Blue 2 - 0'14"644 Lap [PAL WR]
มุมมอง 3.4K3 ปีที่แล้ว
Thanks to this track's cramped layout, it's pretty easy to accidentally hit a death plane at several points during the lap 2 AGG setup and also during the first few corners of lap 3. I could've landed the DTD better and preserved a bit more speed but I guess I'll take this lap for now, although 14.6 is right on the high end of my goal time since I wanted a mid-low 14, or perhaps even a sub 14.....
[TAS] F-Zero Climax: Fire Field Front Line 2 - 0'28"49
มุมมอง 3.5K3 ปีที่แล้ว
Fun fact™: 52 side attacks were used across laps 2 and 3. Side attacks can be chained rapidly while inside a rail to gain large (albeit very brief) boosts to lateral speed but doing so also adjusts the drifting angle in the process, for better or for worse. I also used some side attacks out in the open to dodge a couple of mines. Re-records: 18,306 Input file (.bk2): www.mediafire.com/file/acw3...
[TAS] F-Zero Climax: Illusion Lost Way 3 - 0'27"53 (Night Thunder)
มุมมอง 3.2K3 ปีที่แล้ว
So...I don't know if this was already known about in some form or not, but apparently it's possible to get multiple boosts from a dash plate by rapidly entering and leaving its hitbox. This is usually (but not always) done by alternating between L and R to repeatedly strafe on and off the very edge of the dash plate (side attacks can't be mapped to LL/RR for this to work). Most of the time it's...
(OBSOLETED) [TAS] F-Zero Climax: Illusion Lost Way 3 - 0'32"36 / 0'30"85 (Crazy Bear)
มุมมอง 1.3K3 ปีที่แล้ว
(OBSOLETED) [TAS] F-Zero Climax: Illusion Lost Way 3 - 0'32"36 / 0'30"85 (Crazy Bear)
[TAS] F-Zero Climax: Mist Flow Double Link - 0'28"71
มุมมอง 7K3 ปีที่แล้ว
[TAS] F-Zero Climax: Mist Flow Double Link - 0'28"71
[TAS] F-Zero Climax: White Land 2 - 0'24"73
มุมมอง 4.9K3 ปีที่แล้ว
[TAS] F-Zero Climax: White Land 2 - 0'24"73
[TAS] Backwards F-Zero X: Space Plant Cylinder & High Jump - 1'01"989
มุมมอง 11K3 ปีที่แล้ว
[TAS] Backwards F-Zero X: Space Plant Cylinder & High Jump - 1'01"989
[TAS] Backwards F-Zero X Custom Track: Hex F
มุมมอง 7K3 ปีที่แล้ว
[TAS] Backwards F-Zero X Custom Track: Hex F
[TAS] Backwards F-Zero X Custom Track: Odd Town 6 - Reverse Jump
มุมมอง 6K3 ปีที่แล้ว
[TAS] Backwards F-Zero X Custom Track: Odd Town 6 - Reverse Jump
[TAS] Backwards F-Zero X Custom Track: Magma 9 - Demented
มุมมอง 7K4 ปีที่แล้ว
[TAS] Backwards F-Zero X Custom Track: Magma 9 - Demented
[TAS] Backwards F-Zero X Custom Track: Savage Valley 6 - Crazy Corkscrew
มุมมอง 9K4 ปีที่แล้ว
[TAS] Backwards F-Zero X Custom Track: Savage Valley 6 - Crazy Corkscrew
[TAS] Backwards F-Zero X Custom Track: Epoch
มุมมอง 7K4 ปีที่แล้ว
[TAS] Backwards F-Zero X Custom Track: Epoch
[TAS] Ball Breakers (MoHo): Gateway - 5.68, 1.72 and 0.00 (3 different strats)
มุมมอง 2144 ปีที่แล้ว
[TAS] Ball Breakers (MoHo): Gateway - 5.68, 1.72 and 0.00 (3 different strats)
F-Zero X: Port Town 2 - 1'25"598 [PAL WR]
มุมมอง 9K4 ปีที่แล้ว
F-Zero X: Port Town 2 - 1'25"598 [PAL WR]
F-Zero X: Red Canyon 2 - 0'17"869 Lap [PAL WR]
มุมมอง 1.9K4 ปีที่แล้ว
F-Zero X: Red Canyon 2 - 0'17"869 Lap [PAL WR]
[TAS] Backwards F-Zero X Custom Track: Neoterra - Tuesday
มุมมอง 11K5 ปีที่แล้ว
[TAS] Backwards F-Zero X Custom Track: Neoterra - Tuesday
3:57 The way that ends sounds so satisfying!
Blood Falcon’s day off
So this is the legend dominating the parking garage rally circuit leaderboards. you've got both great talent and great taste. Your speedruns are a treat to watch.
Guilty as charged, though I would also say that you, Zogitar, Soar, MJ etc. all have legendary skills that make it all the more challenging and rewarding to climb the PGRC leaderboards to begin with. Thank you :)
I have the game and it is Early Access. But I don't remember this stage. I haven't seen it and I've played through it all so far
1:08.168
I know I'm late to comment here, but just wanted to let you know that you did an excellent job on this TAS. F-ZERO GX is a very time-consuming game to create TASes of, so I'm impressed you took the time to learn the game in-depth.
No worries about being late and thank you for the kind words. Happy New Year.
Impressive how you didn’t phase through the track like seems to happen to me whenever I do large jumps like on Port Town or similar maps. Still not sure what causes that, btw…
Absolutely AMAZING!!
I think everyone will agree, who played F-Zero X, this is the most satisfying video on TH-cam 😂
You weren’t even on the track half the time. 😂
mavlav altaneitiv erogeme
*_6 THOUSAND KILOMETERS PER FUCKING HOUR!!!_*
how do you launch yourself like that?
物凄いスピード感!
Vete ALV ☠️
Imposible my Best time 1 min 8 seg
for anyone wondering Final Burn is a speed mechanic. normally when you hit fire, it burns away some of your health, but when you turn your entire remaining healthbar into fire damaged health, this mode activates. increased speed, and essentially all fire sources become health sources, but you continuously lose health.
I do not remember my time on this tack but I do remember playing it hundreds if not thousands of times on N64. I spent months learning the line and kept flying off the map, until... I turned on the N64 and held the stick in the "UP" position. I managed to select my racer and track. I could not race the ghost, but I know I accomplished several fast runs on this track. I went to college and left my N64 at home. My brother takes the N64 to college. While we're hanging out he says, "Dude, I cannot beat your ghost on Silence, what did you DO?!" I laughed so hard and told him how I did it. I wish I knew my time on that this track, but that N64 was sold along with a few other consoles.
What the hell just happened???
lol
lol
F-zero machines have no reverse gear Billy: observe!
I don’t think people actually realize how hard it is to even complete this in 1:00 at least, hands down one of the best F Zero perfomances I’ve ever seen.
After playing the game for myself... holy moly how!?
Speedrunners are going to be cooking with strats like this.
This race looks sick
Oh the TAS of this is gonna be GOOD
This is actually insane. Do you mind sharing your controller settings?
LT/RT = Strafe LB = Brake RB = Accelerate (the "Toggle Acceleration" option is checked so I don't actually have to touch this button 99%+ of the time) Y = Spin Attack B = Boost A = Drill Dive Right Stick left/right = Slam Attack left/right
1:08 camera lost track of the machine on the result screen 😂
What is this terrifying game?
So sick
How it feels to chew 5Gum
Amazing. But where is this theme in the early access version??
Sadly, this game's too sweaty for me.
Just because you *can* be sweaty with a game doesn't mean you *have* to sweat to enjoy it; imo this game has enough going for it to be satisfying to play at any skill level, and the existence of high-level play doesn't change that.
What happened?
Oh, you missed the lap 3 trigger? No worries, you will still lap me.
Looking back you really didn’t get that much health back in these old demos I noticed.
How the hell man, I thought taechuk's run was amazing already and you just smashed it to pieces with this.
THAT was truly spectacular
It’s actually insane how fast slider machines can go in this game The levels of speed and optimization remind me of the advanced tech in box Fzero X and GX
This game feels like a straight line when u aint breaking the game tho.
Wow, now you are a speed demon! I am dipping my toes into time trials for this game and I thought I was getting good too, seems I have a long way to go haha. I have a question though, how come your spingrind looks different from the norm at the start of the race? I've never seen that done before
There's an option in the settings menu at the bottom of the accessibility tab that disables the spin animation, which makes it much easier to align the machine properly when going for spin grinds, especially if you're spin grinding while going around a corner (e.g. the start of Figure 8, Deadly Straights, Sunset Halfpipe etc.).
TAS: “More like Jumps of Zoom!”
Welcome back to fast.
Okay this is insane. I wonder how well "chapter 2 or chapter 9" Shift boosts are possible to chain at this point
Dunno if you saw when I first posted about this in the Aero GPX Discord (just type "smooth boost" in the search and it's the 2nd video I posted about this), but on that straight after the 2nd corner you can do 3 "smooth boosts" while still hitting 2 boost pads, but it's pretty difficult and not very rewarding which is why I only did 1 SB in this run. It might be possible to fit in 2 more SBs where that short tunnel is while still getting all 3 boost pads, but I can only see that being humanly possible on lap 1. The thing is at ~3000km/h+, SBing only gives a speed boost of ~30km/h (the speed boost is much higher at lower speeds) and I also noticed that strafing reduces speed a little bit, so it's one of those things that's probably only worth going for if records are really well optimised and/or if you just want to do some swag shit :P
the turns look so good. insane
Only +20 seconds behind, guys. I think i can beat it.
Have you tried a jump similar to the water spout, but at 0:45? I noticed today you can double back and land in the boost area just before the finish line. Wondering if that could be a potential timeskip, if you could do it consistently you could basically cut out half the course on every lap
This game has a fairly solid checkpoint system that would absolutely prevent major skips like that, usually by making the lap progress bar on the right of the screen freeze in place (until you go back and do that part properly) or sometimes by flagging the machine as out of bounds. The best you can usually hope for are minor skips but even they have their limits e.g. I technically could've cut the corner at 0:13 a lot harder, but I didn't because this was actually cutting quite close to what the game's checkpoints would allow.
Daaaaamn using the hills as dive spots is so sick
YOU ARE SPEED