While entering the area, a ped is manipulated to spawn at the northern-most possible position, to minimize running time to the open-water bridge.That means that this is the only location in the district where the EE-glitch can be set up. There is only one area in the whole district that has unwalled access to bodies of water, and it is the Futuro FM headquarters in Zaibatsu territory, up north of the starting position, normally only entered for the Radio Za-Za mission, although it is open at all times anyway.A B-Type is the most optimal car in this situation - it's the second fastest car that can spawn here besides the Cop Car, and there is no fast way to enter a cop car without a weapon, a pedestrian cop, or anything else that can trigger a wanted level.A car on the left-hand side would take too long to turn around. I tweak my walking path very slightly to manipulate for a B-Type on the first lane of the right side road, at the right vertical position so I can approach and carjack it right away.However, in the PSX version this takes several seconds because mission phone calls have multiple seconds of delay, because the PSX port is crap. South probably would be faster in the PC version because it would be possible to do the tutorial call and spawn a Schmidt (and a pistol).West and south both only took less than a second longer than east in testing, illustrating the fine margins that routing can have in this game. North takes far too much walking time, west takes a little too much walking, south and east are very close but east results in a better route towards the northern destination. Right at the start, there are various possible directions to get to the road.Walk south to the road and carjack a Beamer.Player exits the car, falls into the water, and gets wasted after enough money is obtained. Lure a pedestrian to the bridge, push him off, and perform the EE-glitch on him. Drive to Futuro FM in Zarelli to the north to an area where the EE-glitch can be performed.Walk to the east to the road and carjack a B-Type.Relatively slow acceleration in third gear. Fastest non-special car in Downtown and Industrial districts.Īvailable in the Industrial district. Slow acceleration compared to other high-end cars.Īvailable in all three districts. Good car, but the run never reaches a point where a new car is needed and the player is in Zaibatsu territory.Īvailable in the Residential district. Gang car of the Zaibatsu, available in all districts. Since they belong to cops, any ones driving around are locked and cannot be simply carjacked, but with a wanted level you can essentially lure the cop out of the car anyway. Fastest available car in the Downtown and Industrial districts. Fast acceleration, high top speed and high turn speed make it excellent for TAS driving purposes.Īvailable in all districts. Never used or considered in the run because Scientist territory is never entered.Īvailable in the Residential District. Gang car of the SRS Scientists, only available in the Residential District. Not available at all in the PSX version, because the PSX port is crap. Only available in single player as a collectible (not drivable) in the Residential District. The following cars have a speed of 400 or higher and are therefore worth mentioning: The most important car statistic is max speed (with acceleration and handling coming next).
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