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		<id>https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ridd3r</id>
		<title>SDA Knowledge Base - User contributions [en]</title>
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		<updated>2026-04-18T00:04:45Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://kb.speeddemosarchive.com/List_of_runners</id>
		<title>List of runners</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/List_of_runners"/>
				<updated>2012-07-20T17:38:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* ridd3r */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:1.4em&amp;quot;&amp;gt;[[#A|A]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#B|B]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#C|C]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#D|D]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#E|E]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#F|F]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#G|G]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#H|H]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#I|I]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#J|J]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#K|K]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#L|L]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#M|M]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[#N|N]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#O|O]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#P|P]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Q|Q]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#R|R]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#S|S]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#T|T]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#U|U]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#V|V]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#W|W]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#X|X]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Y|Y]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Z|Z]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0-9=&lt;br /&gt;
==_sdfg==&lt;br /&gt;
* [http://speeddemosarchive.com/EarthBound.html EarthBound 4:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3nki==&lt;br /&gt;
* [http://speeddemosarchive.com/Fable.html Fable (SS) 1:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A=&lt;br /&gt;
==Adam Hegyi==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adam Williamson==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adnan Kauser==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (Tanker episode EU-Extreme difficulty) 0:10:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaDoS.html Castlevania: Dawn of Sorrow (NG+ hard with major skips) 0:04:09] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ajbolt89==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (hard) 0:34:00]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (Low%: hard 10%) 0:45:42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alex Eustis==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy5.html Final Fantasy V 3:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allantois==&lt;br /&gt;
* [http://speeddemosarchive.com/FAKK2.html Heavy Metal: F.A.K.K. 2 0:43:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alucard==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry4.html Devil May Cry 4 (SS) 1:38:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anders Johnsen==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==André Göhlsch==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt2.html Manhunt 2 (PS2 ILs) 0:51:10]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Andrewg (Andrew Gardikis)==&lt;br /&gt;
* [http://speeddemosarchive.com/Excitebike.html Excitebike - 4:08 (individual track total)]&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleMadness.html Marble Madness - 2:54]&lt;br /&gt;
* [http://speeddemosarchive.com/ProWrestling.html Pro Wrestling - 6:00 ]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario1.html Super Mario Bros. - 5:00 ]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario1.html Super Mario Bros Warpless - 19:40]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario2.html Super Mario Bros. 2 - 9:15]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioLostLevels.html Super Mario Bros: The Lost Levels - 8:13]&lt;br /&gt;
* [http://speeddemosarchive.com/Werewolf.html Werewolf: The Last Warrior - 11:22]&lt;br /&gt;
* [http://speeddemosarchive.com/YoNoid.html Yo! Noid - 22:40]&lt;br /&gt;
&lt;br /&gt;
==Andrew Mills==&lt;br /&gt;
* [http://speeddemosarchive.com/CallOfDuty4.html#360Arcade Call of Duty 4: Modern Warfare (ILs Arcade mode) 1:55:53]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Andy Kempling==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Apathy==&lt;br /&gt;
* [http://speeddemosarchive.com/BloodRayne.html BloodRayne (easy) 1:19:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AquaTiger==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness (as Trevor) 1:43:35]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness (boss rush as Trevor) 0:11:59.05]&lt;br /&gt;
* [http://speeddemosarchive.com/JazzJackrabbit2.html Jazz Jackrabbit 2 (SS as Jazz) 0:32:21]&lt;br /&gt;
* [http://speeddemosarchive.com/JazzJackrabbit2.html Jazz Jackrabbit 2 (SS as Spaz) 0:30:00]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerBattle.html Mega Man: The Power Battle (ILs) 0:05:08.94]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManXCommandMission.html Mega Man X: Command Mission 4:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==arkarian==&lt;br /&gt;
* [http://speeddemosarchive.com/Myst.html Myst - 0:01:16 (best ending)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
* [http://speeddemosarchive.com/DynamiteHeaddy.html Dynamite Headdy 0:47:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==atomicJo==&lt;br /&gt;
* [http://speeddemosarchive.com/Drakan.html Drakan: Order of the Flame (medium) 0:57:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Axel Ryman|Axel Ryman]]==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoCross.html#NewGamePlus Chrono Cross - 5:58 (New Game+)]&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts2.html#BeginnerSS Kingdom Hearts 2 - 4:52:xx (Beginner Mode Single Segment)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=B=&lt;br /&gt;
==Bablo==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania.html Castlevania 0:12:21]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ballofsnow==&lt;br /&gt;
* [http://speeddemosarchive.com/GodOfWar.html God of War (God) 2:16:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antti &amp;quot;Baron Dante&amp;quot; Tuomisto==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bartendorsparky==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 Frigate escape) 0:04:30.05]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (100%) 2:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bartz==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==beenman500==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate.html Baldur's Gate (hard) 0:21:31]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateTotSC.html Baldur's Gate Tales: of the Sword Coast (SS normal) 0:18:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BioSpark==&lt;br /&gt;
*[http://speeddemosarchive.com/MetroidFusion.html#SS Metroid Fusion - 0:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlueGlass==&lt;br /&gt;
* [http://speeddemosarchive.com/Ecco.html Ecco the Dolphin (SS) 0:28:32]&lt;br /&gt;
* [http://speeddemosarchive.com/Ecco.html Ecco the Dolphin (ILs) 0:22:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bolton==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branam-Lefkove== &lt;br /&gt;
* [http://speeddemosarchive.com/BanjoTooie.html Banjo-Tooie (100% with deaths) 4:54:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brandon Sanford==&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brain Inwood==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brightstar==&lt;br /&gt;
* [http://speeddemosarchive.com/ArcTheLad.html Arc The Lad 3:15]&lt;br /&gt;
* [http://speeddemosarchive.com/HyperZone.html HyperZone 0:27:12]&lt;br /&gt;
&lt;br /&gt;
=C=&lt;br /&gt;
==Captain==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicPark2SNES.html Jurassic Park 2: The Chaos Continues (normal) 0:41:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CannibalK9==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto3.html Grand Theft Auto III (PC 100%) 7:37]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoSA.html Grand Theft Auto: San Andreas (PC) 6:09]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (PC SS) 1:52:59]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (PC 100%) 9:00]&lt;br /&gt;
* [http://speeddemosarchive.com/Hitman.html Hitman: Codename 47 0:34:19]&lt;br /&gt;
* [http://speeddemosarchive.com/LittleBigAdventure2.html Little Big Adventure 2: Twinsen's Odyssey (with deaths) 1:21:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Carcinogen==&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvil.html Resident Evil (JPN Version 100% as Jill) 1:22:40]&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvil3.html Resident Evil 3: Nemesis (Hard) 1:20:42]&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvilSurvivor.html Resident Evil: Survivor (Normal) 39:58]&lt;br /&gt;
* [http://speeddemosarchive.com/ZoneOfTheEnders.html Zone of the Enders (Normal Segmented) 33:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carosh==&lt;br /&gt;
* [http://speeddemosarchive.com/LegacyOfKainDefiance.html Legacy of Kain: Defiance 3:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carlmmii==&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid2.html Metroid II: Return of Samus 0:59:49]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid2.html Metroid II: Return of Samus (100% SS) 1:09:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==chessjerk==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyTactics.html Final Fantasy Tactics 4:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==chillout==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as Predator) 0:23:47]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (as Corporate) 0:09:36] &lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (as Predator) 0:14:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chris Knight==&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid (beats both bosses) 0:24:06]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cody Miller==&lt;br /&gt;
* [http://speeddemosarchive.com/BatmanAndRobin.html The Adventures of Batman and Robin (with deaths) 0:51:29]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (SS Extreme) 1:37:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cremator==&lt;br /&gt;
* [http://speeddemosarchive.com/AlienShooterVengeance.html Alien Shooter: Vengeance (normal)0:32:19]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateDA.html Baldur's Gate: Dark Alliance (easy) 0:59:04]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan8.html Mega Man 8 (EU SS) 1:04:57]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2GB.html Mega Man II (SS) 0:20:07]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 0:10:12]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5  (100%) 0:34:12]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX7.html Mega Man X7 (EU low%) 0:56:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX8.html Mega Man X8 (PC SS) 1:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Croc-Doc==&lt;br /&gt;
* [http://speeddemosarchive.com/BackToTheFuture.html Back to the Future 0:17:11]&lt;br /&gt;
* [http://speeddemosarchive.com/ABoyAndHisBlob.html A Boy and His Blob (100%) 0:11:30]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong.html Donkey Kong 0:01:05]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongJr.html Donkey Kong JR. 0:01:28]&lt;br /&gt;
* [http://speeddemosarchive.com/LittleNemo.html Little Nemo: The Dream Master 0:27:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyberwrath==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (Riverside Race) 0:00:54.70]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cygnus==&lt;br /&gt;
* [http://speeddemosarchive.com/AgentUnderFire.html Agent Under Fire, James Bond 007 in 0:40:40]&lt;br /&gt;
&lt;br /&gt;
=D=&lt;br /&gt;
==Daniel Chamness==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (X collection version SS) 0:43:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel Enright==&lt;br /&gt;
* [http://speeddemosarchive.com/EyeOfTheBeholder.html Eye of the Beholder (snes SS) 0:17:04]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManBattleNetwork3.html Mega Man Battle Network 3 (blue version) 3:34]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel L. Henry==&lt;br /&gt;
* [http://speeddemosarchive.com/BatmanNES.html Batman (nes) (with deaths) 0:13:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel Remar==&lt;br /&gt;
* [http://speeddemosarchive.com/Iji.html Iji (with deaths normal) 0:27:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==darkwasabi==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyX2.html Final Fantasy X-2 4:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Darkwing Duck==&lt;br /&gt;
* [http://speeddemosarchive.com/DragonWarrior3.html Dragon Warrior III 5:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dave Phaneuf==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==David Arnold==&lt;br /&gt;
* [http://speeddemosarchive.com/Fable.html Fable: The Lost Chapters (SS) 1:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==David Kim==&lt;br /&gt;
* [http://speeddemosarchive.com/Lufia.html Lufia &amp;amp; the Fortress of Doom 5:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Davis==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (SS hard) 0:51]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (100% hard) 1:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadstick==&lt;br /&gt;
* [http://speeddemosarchive.com/BraveFencerMusashi.html Brave Fencer Musashi 4:06] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deign==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4.html Final Fantasy IV 3:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dex==&lt;br /&gt;
* [http://speeddemosarchive.com/DeusEx.html Deus Ex (realistic) 0:43:20]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dingusSJr==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania Aria of Sorrow (boss Rush) 0:01:21.38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==djcj==&lt;br /&gt;
* [http://speeddemosarchive.com/MedalOfHonorAA.html Medal of Honor: Allied Assult (easy) 1:15:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MedalOfHonorAA.html Medal of Honor: Allied Assult (training course) 0:02:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DJGrenola==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes 1:38]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (low% using secret worlds) 1:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DJ Mike Haggar==&lt;br /&gt;
* [http://speeddemosarchive.com/Battletoads.html Battletoads (100% with deaths) 0:34:17]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DK28==&lt;br /&gt;
* [http://speeddemosarchive.com/XMenMutantApocalypse.html X-Men: Mutant Apocalypse - 19:06]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperSmashBros.html Super Smash Bros 64 - 3:01 with deaths]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperSmashBros.html#veryeasydk Super Smash Bros 64 - 3:09 deathless] &lt;br /&gt;
* [http://speeddemosarchive.com/SuperMarioKart.html Super Mario Kart 150cc - 25'31&amp;quot;02]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania4.html Super Castlevania IV - 39:17]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperDodgeBall.html Super Dodge Ball - 6:46]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperPunchOut.html Super Punch Out!! - 3'24&amp;quot;97]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easynoitemsdeaths Contra III - 15:24 No items with deaths]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easynoitems Contra III - 16:11 No items deathless]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easy Contra III - 12:49 With items]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFight.html Final Fight One - 21:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DonG==&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (multiplayer) 0:26:52]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragondarch==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (hard) 0:36:12]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS NG+ hard) 0:19:57] &lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS hard as Julius) 0:08:44]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS 100% hard as Julius) 0:16:46]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness 2:21:02]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (100% SS) 1:50:19]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (SS as Joachim) 0:45:54] &lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (100% SS as Joachim) 1:22:15]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (boss rush) 0:13:05.05]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (boss rush as Joachim) 0:14:41.63]&lt;br /&gt;
* [http://speeddemosarchive.com/Crystalis.html Crystalis (SS) 1:09:06]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyMQ.html Final Fantasy Mystic Quest 2:44:20]&lt;br /&gt;
* [http://speeddemosarchive.com/Goonies2.html The Goonies II (SS) 0:17:33]&lt;br /&gt;
* [http://speeddemosarchive.com/Goonies2.html The Goonies II (100% SS) 0:24:08] &lt;br /&gt;
* [http://speeddemosarchive.com/Lufia2.html Lufia II: Rise of the Sinistrals  3:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioAndLuigi.html Mario &amp;amp; Luigi: Superstar Saga 3:26]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid (100%) 0:52:23]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidFusion.html Metroid Fusion (low%: 1% SS) 1:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (100% SS) 0:56:11]&lt;br /&gt;
&lt;br /&gt;
==DrRob==&lt;br /&gt;
* [http://speeddemosarchive.com/MasterOfOrion2.html Master of Orion II: Battle at Antares (SS small galaxy custom race easy) 0:00:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DSGamer3002==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrimeHunters.html Metroid Prime: Hunters 1:16:33]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrimeHunters.html Metroid Prime: Hunters (100%) 1:22:57]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dushine==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=E=&lt;br /&gt;
==Elliott Feiertag==&lt;br /&gt;
* [http://speeddemosarchive.com/ComixZone.html Comix Zone 0:17:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elpis TK31==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS hard with mission skips) 0:10:31]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS hard with deaths) 0:22:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS Ultimate mode) 0:09:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Emperor91==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (Magician-mode) 0:19:04]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (SS Fighter mode) 0:32:46]&lt;br /&gt;
&lt;br /&gt;
==Emptyeye==&lt;br /&gt;
* [http://speeddemosarchive.com/Astyanax.html Astyanax 0:20:39]&lt;br /&gt;
* [http://speeddemosarchive.com/ChuckRock.html Chuck Rock (snes) 0:11:55]&lt;br /&gt;
* [http://speeddemosarchive.com/MagicOfScheherazade.html Magic of Scheherazade, The  (SS) 1:20:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhasa==&lt;br /&gt;
* [http://speeddemosarchive.com/Ico.html Ico 1:45:25]&lt;br /&gt;
* [http://speeddemosarchive.com/Ico.html Ico (SS) 1:51:04]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==error1==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout3.html Fallout 3 0:30:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Essentia==&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html#Story Dr. Mario 64 (story mode, normal difficulty) 0:16:53]&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html#StoryHard Dr. Mario 64 (story mode, hard difficulty) 0:24:27]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy6.html Final Fantasy VI (SS) 4:48:xx]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy9.html Final Fantasy IX 8:32:xx]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy10.html Final Fantasy X (new game+) 10:25:xx]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evil_Guru==&lt;br /&gt;
* [http://speeddemosarchive.com/BattletoadsAndDoubleDragon.html Battletoads &amp;amp; Double Dragon (as Lee Brothers with deaths) 0:22:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ev0lution==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ewil==&lt;br /&gt;
* [http://speeddemosarchive.com/Driver.html Driver: You are the Wheelman (PC easy) 1:04:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ExplodingCabbage==&lt;br /&gt;
* [http://speeddemosarchive.com/HitmanBloodMoney.html Hitman: Blood Money (ILs) 0:22:44]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
 &lt;br /&gt;
=F=&lt;br /&gt;
==Farringa==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy7.html Final Fantasy VII (PC) 7:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fernito==&lt;br /&gt;
* [http://speeddemosarchive.com/DukeNukem3D.html Duke Nukem 3D (ILs) 0:20:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flip==&lt;br /&gt;
* [http://speeddemosarchive.com/WarioLand5.html Wario Land: Shake It 1:27:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FraGFroG==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (as Assassin) 0:58:52]&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (as Assassin with deaths) 0:58:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Frezy_man==&lt;br /&gt;
* [http://speeddemosarchive.com/RescueRangers.html Chip 'n Dale: Rescue Rangers (SS) 0:10:57]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra.html Contra 0:10:17]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra.html Contra (low%) 0:11:34]&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales2.html Duck Tales 2 (EU easy) 0:11:40]&lt;br /&gt;
* [http://speeddemosarchive.com/KungFu.html Kung Fu (game A) 0:03:54]&lt;br /&gt;
* [http://speeddemosarchive.com/LionKing.html Lion King, The (difficult) 0:16:53]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan4.html Mega Man 4 (EU SS) 0:50:48]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5.html Mega Man 5 (EU SS) 0:51:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX.html Mega Man X (100% SS) 0:39:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX2.html Mega Man X2 (SS) 0:36:29]&lt;br /&gt;
&lt;br /&gt;
=G=&lt;br /&gt;
==gia==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalWarriors.html Metal Warriors 0:22:21]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalWarriors.html Metal Warriors (ILs) 0:20:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gibbatizer==&lt;br /&gt;
* [http://speeddemosarchive.com/BanjoKazooie.html Banjo-Kazooie (100% SS) 2:40:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Giel Goertz==&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales.html Duck Tales (EU difficult) 0:08:14]&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales2.html Duck Tales 2 (EU 100% difficult) 0:19:16]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyAdventure.html Kirby's Adventure (EU SS with large skips) 0:41:40]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goggen==&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesEmperorsTomb.html Indiana Jones and the Emperor's Tomb (normal) 1:46:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==groobo==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo.html Diablo (as sorcerer) 0:03:12]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom3RoE.html Doom 3: Rescurrection of Evil (marine) 0:31:46]&lt;br /&gt;
* [http://speeddemosarchive.com/FEAR.html F.E.A.R. (low) 0:55:59]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeBlueShift.html Half-Life: Blue Shift (with scripts hard) 0:27:39]&lt;br /&gt;
* [http://speeddemosarchive.com/HeartOfDarkness.html Heart of Darkness (easy) 0:23:49]&lt;br /&gt;
* [http://speeddemosarchive.com/LegoStarWars.html Lego Star Wars: The Video Game (ILs) 0:53:46]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug4.html Metal Slug 4 (easy) 0:18:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlugX.html Metal Slug X (easy) 0:18:47]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=H=&lt;br /&gt;
==Half-Life 2 done Quick team==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife2.html Half-Life 2 1:36:57]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 2 Done Segmented team==&lt;br /&gt;
* [http://speeddemosarchive.com/Halo2.html Halo 2 (Legendary) 1:30:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hattori==&lt;br /&gt;
* [http://speeddemosarchive.com/FatalFrame3.html Fatal Frame 3: The Tormented (nightmare) 3:08:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Heidman|Heidman]]==&lt;br /&gt;
* [http://speeddemosarchive.com/SuperC.html (NES) Super C Any% 0:13:18]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperDoubleDragon.html (SNES) Super Double Dragon - 0:42:03]&lt;br /&gt;
&lt;br /&gt;
==Hellfire7777777==&lt;br /&gt;
* [http://speeddemosarchive.com/Hulk16bit.html Incredible Hulk, The (hard) 0:19:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Henning Skogsto==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hikari==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (European Extreme Kerotan rank) 1:41:38]&lt;br /&gt;
&lt;br /&gt;
==hitman==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (Dead on Arrival) 0:49:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I=&lt;br /&gt;
==Ian Bennett==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (Tanker episode 100% Dog tags Extreme difficulty) 0:18:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ian Sabourin==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Id==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout2.html Fallout 2 (SS) 0:17:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==iMacmatician==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==inichi==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger 3:34]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==InsipidMuckyWater==&lt;br /&gt;
* [http://speeddemosarchive.com/BeavisAndButtheadGen.html Beavis and Butthead (SS) 0:12:41]&lt;br /&gt;
* [http://speeddemosarchive.com/Condemned.html Condemned: Criminal Origins 1:56:25]&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkGen.html Jurassic Park (Gen SS as Raptor) 0:03:33]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IsraeliRD==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=J=&lt;br /&gt;
==jaegar369==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2Substance.html Metal Gear Solid 2: Substance (ILs) 1:09:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==James Staff==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jeff Feasel==&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo.html  Adventures of Lolo 0:23:01]&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo2.html Adventures of Lolo 2  0:29:14]&lt;br /&gt;
* [http://speeddemosarchive.com/BionicCommando.html Bionic Commando 0:17:37]&lt;br /&gt;
* [http://speeddemosarchive.com/DeadlyTowers.html Deadly Towers (SS) 0:33:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Gauntlet.html Gauntlet (SS as Elf) 0:17:51]&lt;br /&gt;
* [http://speeddemosarchive.com/LegacyOfTheWizard.html Legacy of the Wizard (SS) 0:28:52]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jim Hanson==&lt;br /&gt;
* [http://speeddemosarchive.com/FelixTheCat.html Felix the Cat 0:24:49]&lt;br /&gt;
* [http://speeddemosarchive.com/KidNiki.html Kid Niki: Radical Ninja 0:11:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joe Stanski==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaBloodlines.html Castlevania Bloodlines (SS expert as Eric Lecarde) 0:32:13]&lt;br /&gt;
* [http://speeddemosarchive.com/DarkCastle.html Dark Castle 0:01:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joe Wiewel==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong64.html Donkey Kong 64 (100% with deaths) 9:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==John De Sousa==&lt;br /&gt;
* [http://speeddemosarchive.com/GunstarSuperHeroes.html Gunstar Super Heroes (SS easy as Red) 0:18:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jonathan Rimmer==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Josh Styger==&lt;br /&gt;
* [http://speeddemosarchive.com/GIJoe.html G.I. Joe (SS) 0:21:29]&lt;br /&gt;
* [http://speeddemosarchive.com/GIJoeAF.html G.I. Joe: The Atlantis Factor (SS) 0:09:50]&lt;br /&gt;
* [http://speeddemosarchive.com/KickMaster.html Kick Master (SS) 0:13:37]&lt;br /&gt;
* [http://speeddemosarchive.com/LowGMan.html Low G Man: The Low Gravity Man (SS) 0:15:32]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5.html Mega Man 5 (SS) 0:44:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==jprophet22==&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (2 player with deaths) 0:12:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Julien Langer==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateTotSC.html Baldur's Gate: Tales of the Sword Coast (normal) 0:14:36]&lt;br /&gt;
* [http://speeddemosarchive.com/IcewindDale.html Icewind Dale 0:32:57]&lt;br /&gt;
&lt;br /&gt;
=K=&lt;br /&gt;
==Kahless_GOA==&lt;br /&gt;
* [http://speeddemosarchive.com/Enclave.html Enclave (easy light side) 0:45:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kareshi==&lt;br /&gt;
* [http://speeddemosarchive.com/GhostsnGoblins.html Ghosts 'n Goblins 0:21:45]&lt;br /&gt;
* [http://speeddemosarchive.com/Jaws.html Jaws 0:03:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Karma Hunter==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolidTTS.html Metal Gear Solid: The Twin Snakes (extreme pefect game) 1:08:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KaThogh==&lt;br /&gt;
* [http://speeddemosarchive.com/LittleBigAdventure.html Little Big Adventure 1:19:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kegerius==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kibumbi==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as Alien) 0:13:44]&lt;br /&gt;
* [http://speeddemosarchive.com/Area51.html Area 51 1:19:19] &lt;br /&gt;
* [http://speeddemosarchive.com/Doom3.html Doom 3 (nightmare) 1:25:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KidPlayer44==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kinga Styger==&lt;br /&gt;
* [http://speeddemosarchive.com/LittleMermaidNES.html Little Mermaid, The 0:07:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==kip==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (low%: 22% hard) 3:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Knu==&lt;br /&gt;
* [http://speeddemosarchive.com/FarCry.html Far Cry 1:07:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Konnan==&lt;br /&gt;
* [http://speeddemosarchive.com/AlexKiddMiracleWorld.html Alex Kidd in Miracle World (European version) 0:17:33]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMouseLoI.html Mickey Mouse: Land of Illusion (EU) 0:36:24]&lt;br /&gt;
&lt;br /&gt;
==Kridly==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (100% hard) 0:58:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KroKus==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ktwo==&lt;br /&gt;
* [http://speeddemosarchive.com/AddamsFamilyNES.html The Addams Family (European version) 0:16:46]&lt;br /&gt;
* [http://speeddemosarchive.com/AddamsFamilyNES.html The Addams Family (European version) 0:15:11]&lt;br /&gt;
* [http://speeddemosarchive.com/CobraTriangle.html Cobra Triangle (European version) 0:12:18]&lt;br /&gt;
* [http://speeddemosarchive.com/JourneyToSilius.html Journey to Silius (European version) 0:13:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kyle Halversen==&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html Contra III: The Alien Wars (hard with death warps) 0:05:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=L=&lt;br /&gt;
==l2ebel==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto3.html Grand Theft Auto III (PC) 1:14:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lag.Com==&lt;br /&gt;
* [http://speeddemosarchive.com/Arcomage.html Arcomage (Destruction victory) 0:00:20]&lt;br /&gt;
* [http://speeddemosarchive.com/Arcomage.html Arcomage (Building victory) 0:00:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laszlo Seta==&lt;br /&gt;
* [http://speeddemosarchive.com/LostPlanet.html Lost Planet: Extreme Condition (ILs PC easy)0:41:35] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laszlo Vecsei==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==laughing_gas==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeBlueShift.html Half-Life: Blue Shift (hard) 0:32:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lightningx==&lt;br /&gt;
* [http://speeddemosarchive.com/DungeonSiege.html Dungeon Siege (easy) 2:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==linner==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LLCoolDave==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luc de Mestre==&lt;br /&gt;
* [http://speeddemosarchive.com/Hexen2.html Hexen II (easy) 0:27:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lucid Faia==&lt;br /&gt;
* [http://speeddemosarchive.com/DemonsCrest.html Demons Crest (SS) 0:12:24]&lt;br /&gt;
* [http://speeddemosarchive.com/DemonsCrest.html Demons Crest (100% SS) 0:50:59]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry.html Donkey Kong Country (100% SS) 0:44]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=M=&lt;br /&gt;
==Mad Andy==&lt;br /&gt;
* [http://speeddemosarchive.com/AmericanMcGeesAlice.html Alice, American McGee's (easy) 0:42:35]&lt;br /&gt;
* [http://speeddemosarchive.com/AmericanMcGeesAlice.html Alice, American McGee's (nightmare) 0:47:52]&lt;br /&gt;
* [http://speeddemosarchive.com/EternalDarkness.html Eternal Darkness 2:27:36]&lt;br /&gt;
* [http://speeddemosarchive.com/FurFighters.html Fur Fighters 3:01:58]&lt;br /&gt;
* [http://speeddemosarchive.com/MDK2.html MDK2 (PC easy) 1:24:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manocheese==&lt;br /&gt;
* [http://speeddemosarchive.com/ZeldaOcarinaOfTime.html The Legend of Zelda: Ocarina of Time 2:26:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Rayman2.html Rayman 2: The Great Escape (N64, SS) 2:17:25]&lt;br /&gt;
* [http://speeddemosarchive.com/Rayman2.html Rayman 2: The Great Escape (N64) ILs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==marshmallow== &lt;br /&gt;
* [http://speeddemosarchive.com/BodyHarvest.html Body Harvest 2:22:49]&lt;br /&gt;
* [http://speeddemosarchive.com/Bomberman64.html Bomberman 64 (with deaths) 1:34]&lt;br /&gt;
* [http://speeddemosarchive.com/BombermanHero.html Bomberman Hero 1:07:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ChameleonTwist.html Chameleon Twist (100% SS) 0:43:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger (100%) 6:31] &lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger (NG+) 0:07:50]&lt;br /&gt;
* [http://speeddemosarchive.com/CounterStrikeConditionZero.html Counter-Strike Condition Zero (ILs) 1:44:18]&lt;br /&gt;
* [http://speeddemosarchive.com/JetForceGemini.html Jet Force Gemini (SS) 3:21]&lt;br /&gt;
* [http://speeddemosarchive.com/LuigisMansion.html Luigi's Mansion 1:33:53]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MAS8705==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as fire man) 0:26:07.69]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Master 88==&lt;br /&gt;
* [http://speeddemosarchive.com/BionicCommando.html Bionic Commando (100%) 0:26:57]&lt;br /&gt;
* [http://speeddemosarchive.com/WizardsAndWarriors2.html Ironsword: Wizards &amp;amp; Warriors 2 (with deaths and glitches) 0:10:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Jackal.html Jackal (low% with deaths) 0:08:54]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGear.html Metal Gear (SS with deaths) 0:28:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Master ZED== &lt;br /&gt;
* [http://speeddemosarchive.com/BatmanArkhamAsylum.html Batman Arkham Asylum (SS easy) 2:07:40] &lt;br /&gt;
* [http://speeddemosarchive.com/DotHackInfection.html .hack//Infection 2:28:14]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan9.html Mega Man 9 (SS) 0:21:37] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MatrixTN==&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Sion) 0:19]&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Volt) 0:19]&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Kou) 0:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MegaDestructor9==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan3.html Mega Man 3 (Anniversary Collection) 0:32:29] &lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan9.html Mega Man 9 (ILs) 0:20:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Megatherium==&lt;br /&gt;
* [http://speeddemosarchive.com/JetGrindRadio.html Jet Grind Radio (SS) 1:03:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==messenger==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (SS Edge's tale) 0:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mickey Mage==&lt;br /&gt;
* [http://speeddemosarchive.com/BonksAdventureGB.html Bonks Adventure GB 0:18:53]&lt;br /&gt;
* [http://speeddemosarchive.com/JoeAndMac.html Joe and Mac (SNES with deaths easy) 0:23:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMouseMQ.html Magical Quest Starring Mickey Mouse, The (hard) 0:16:56]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMania.html Mickey Mania (SNES hard) 0:21:54]&lt;br /&gt;
&lt;br /&gt;
==Mike89==&lt;br /&gt;
* [http://speeddemosarchive.com/BanjoTooie.html Banjo-Tooie (with Cheato's cheats SS) 0:53:18]&lt;br /&gt;
* [http://speeddemosarchive.com/PokemonCrystal.html Pokemon Crystal SS 3:52]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic1GG.html Sonic 1 Master System 0:11:08]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic3Knuckles.html#SSSonic Sonic 3 &amp;amp; Knuckles (Sonic) 0:49:37]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic3Knuckles.html#SSKnuckles Sonic 3 &amp;amp; Knuckles (Knuckles) 0:36:55]&lt;br /&gt;
* [http://speeddemosarchive.com/Vectorman.html Vectorman 0:10:24]&lt;br /&gt;
* [http://speeddemosarchive.com/Vectorman2.html Vectorman 2 0:11:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mike Uyama==&lt;br /&gt;
* [http://speeddemosarchive.com/CastleCrashers.html Castle Crashers 1:14:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html Contra III: The Alien Wars (hard) 0:14:59]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (chase Joe, surrender path as Browny) 0:16:43]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (chase Joe, fight path as Browny) 0:17:31]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (lab, surrender path as Browny) 0:19:27]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (lab, fight path as Browny) 0:22:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (secret ending path as Browny) 0:05:40]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (S-rank) 0:38:01]&lt;br /&gt;
* [http://speeddemosarchive.com/GunstarHeroes.html Gunstar Heroes (expert) 0:41:15]&lt;br /&gt;
* [http://speeddemosarchive.com/JLHFlash.html Justice League Heroes: The Flash (SS Justice mode) 0:27:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (SS) 0:44:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (100% SS) 0:52:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (low% SS) 0:47:40]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX4.html Mega Man X4 (100% SS as X) 0:49:13]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX4.html Mega Man X4 (100% SS as Zero) 0:47:31]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS S-rank)  0:34:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero2.html Mega Man Zero 2 (SS) 0:31:51]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug.html Metal Slug (mvs mode) 0:16:47]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug3.html Metal Slug 3 (hard) 0:33:19]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug4.html Metal Slug 4 (hard) 0:23:18]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug5.html Metal SLug 5 (hard)  0:25:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mimir==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout.html Fallout (SS) 0:09:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mirko Brown==&lt;br /&gt;
* [http://speeddemosarchive.com/BioShock.html BioShock (with deaths) 1:04:20]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mister Shin==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL) 1:09]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL SS with OoB) 1:16]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Low%: 22%) 1:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Low%: 22% SS) 2:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mkt2015==&lt;br /&gt;
* [http://speeddemosarchive.com/HarryPotterCoS.html Harry Potter and the Chamber of Secrets (PC) 1:09:54]&lt;br /&gt;
* [http://speeddemosarchive.com/HarryPotterSS.html Harry Potter and the Sorcerer's Stone 2:06:04]&lt;br /&gt;
* [http://speeddemosarchive.com/Jak2.html Jak II (Hero) 4:42]&lt;br /&gt;
* [http://speeddemosarchive.com/SoulReaver.html Legacy of Kain: Soul Reaver (SS) 3:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==moka==&lt;br /&gt;
* [http://speeddemosarchive.com/InfiniteUndiscovery.html Infinite Undiscovery (SS easy) 2:41:33]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Molotov==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoCross.html Chrono Cross 6:42:11]&lt;br /&gt;
* [http://speeddemosarchive.com/Clue.html Clue 0:00:03]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (normal) 0:58:27]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (SS normal as Super Dante) 0:49:35]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblem.html Fire Emblem (as Lyn &amp;amp; Eliwood) 2:32:50]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemPoR.html Fire Emblem: Path of Radiance (hard) 2:44:13]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemTSS.html Fire Emblem: The Sacred Stones (Eirika's route normal) 1:37:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==monban==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry4.html Devil May Cry 4 (Devil Hunter) 1:12:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mongoanytime==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (console) 2:02:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==moooh==&lt;br /&gt;
* [http://speeddemosarchive.com/DisneysAladdinGenesis.html Aladdin, Disney's (Practice, EU) 0:16:35]&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkGen.html Jurassic Park (SS as Grant on Hard, EU) 0:12:04]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MPzoid==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00) 1:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00) 1:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 hard) 1:15]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100%) 1:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100% SS) 1:29]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100% hard) 1:37]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL SS) 1:17]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL 100% SS) 1:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Frigate escape) 0:04:25.40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MrBlarney==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MrMonkeyMan==&lt;br /&gt;
* [http://speeddemosarchive.com/AlienSoldier.html Alien Soldier (Super easy) 0:10:31]&lt;br /&gt;
* [http://speeddemosarchive.com/AlienSoldier.html Alien Soldier (Super hard) 0:12:40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='muumu' (むうむ)==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=N=&lt;br /&gt;
==nate==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Colonial Marine)0:36:28]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Predator)0:19:52] &lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (as Alien) 0:06:34]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Alien with deaths)0:08:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nathaniel Stalberg==&lt;br /&gt;
* [http://speeddemosarchive.com/EscapeVelocityNova.html Escape Velocity Nova (pirate storyline) 0:14:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nego==&lt;br /&gt;
* [http://speeddemosarchive.com/CallOfDuty4.html Call of Duty 4: Modern Warfare (PC version regular difficulty) 1:38:59]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Neo-tze==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlugX.html Metal Slug X (ILs) 0:13:51.46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==neskamikaze==&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html Dr. Mario 64 (Classic Mode with deaths) - 0:37:02]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioParty.html Mario Party (Mini-Game Island) - 0:45:45]&lt;br /&gt;
* [http://speeddemosarchive.com/ChameleonTwist.html Chameleon Twist (SS) 0:11:54]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ninetigerr==&lt;br /&gt;
* [http://speeddemosarchive.com/JadeEmpire.html Jade Empire 2:35:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NoiseCrash==&lt;br /&gt;
* [http://speeddemosarchive.com/PaperMario.html Paper Mario 3:38]&lt;br /&gt;
* [http://speeddemosarchive.com/MysticalNinjaStarringGoemon.html#100p Mystical Ninja Starring Goemon (100%) 2:47:01]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nokia3311==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normand==&lt;br /&gt;
* [http://speeddemosarchive.com/ConkersBadFurDay.html Conkers Bad Fur Day (100% SS with deaths) 1:37:59]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nudel==&lt;br /&gt;
* [http://speeddemosarchive.com/Hitman2.html Hitman 2: Silent Assasin 0:39:10]&lt;br /&gt;
&lt;br /&gt;
=O=&lt;br /&gt;
==ocelot==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oskar Angelmark==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as marine hardcore) 0:36:09]&lt;br /&gt;
* [http://speeddemosarchive.com/BloodOmen2.html Legacy of Kain: Blood Omen 2 4:05]&lt;br /&gt;
&lt;br /&gt;
==Ounaya==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry2.html Donkey Kong Country 2: Diddy's Kong Quest (snes version 100%) 1:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=P=&lt;br /&gt;
==Panter==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paraxade==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime3.html Metroid Prime 3: Corruption 2:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pendrokar==&lt;br /&gt;
* [http://speeddemosarchive.com/Morrowind.html Elder Scrolls III: Morrowind, The (SS) 0:04:19]&lt;br /&gt;
* [http://speeddemosarchive.com/GiantsCitizenKabuto.html Giants: Citizen Kabuto 1:21:35]&lt;br /&gt;
* [http://speeddemosarchive.com/JaggedAlliance2.html Jagged Alliance 2 (expert) 0:06:44]&lt;br /&gt;
* [http://speeddemosarchive.com/MechWarrior3.html MechWarrior 3 (high) 0:42:53]&lt;br /&gt;
* [http://speeddemosarchive.com/MechWarrior4Mercenaries.html MechWarrior 4: Mercenaries (recruit) 1:06:42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Persona==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaChronicles.html Castlevania Chronicles (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Petrie911==&lt;br /&gt;
* [http://speeddemosarchive.com/Bugdom.html Bugdom (SS) 0:08:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pif de Mestre==&lt;br /&gt;
* [http://speeddemosarchive.com/Hexen2.html Hexen II (easy) 0:27:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pirate109==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL 100%) 1:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Philip Brodier==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Poon78==&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianHeroes.html Guardian Heroes (SS Golden Silver path with Nicole) 0:26:17]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pootrain==&lt;br /&gt;
* [http://speeddemosarchive.com/SuperStarWars.html Super Star Wars (easy) 30:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preddy==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5GB.html Mega Man V 0:47:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psychochild==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry3.html Devil May Cry 3 (hard as Vergil) 1:40:07]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry3.html Devil May Cry 3 (turbo mode Heaven or Hell as Super Dante with deaths) 1:03:03]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry2.html Donkey Kong Country 2: Diddy's Kong Quest (gba version hard) 0:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psyrell==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (SS as Richter) 0:07:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Q=&lt;br /&gt;
==quadrazid==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts) 0:02:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=R=&lt;br /&gt;
==Radek Pecka==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (Multiplayer SS Ultra Violence) 0:22:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Radix==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (Fighter-mode) 0:31:14]&lt;br /&gt;
* [http://speeddemosarchive.com/LuigisMansion.html Luigi's Mansion (Hidden Mansion 100% SS 1:36:13]&lt;br /&gt;
&lt;br /&gt;
==rayv3x==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts) 0:02:45]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts SS) 0:02:54]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reinhardt==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania64.html Castlevania 64 (SS as Reinhardt) 1:04:15] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rdrunner==&lt;br /&gt;
* [http://speeddemosarchive.com/BayouBilly.html The Adventures of Bayou Billy 0:24:28]&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo3.html Adventures of Lolo 3 (with deaths) 1:23:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlequest.html Castlequest (with deaths) 0:20:26]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (without a partner) 0:32:57]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Alucard) 0:29:47]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Grant) 0:34:21]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Syfa) 0:32:55] &lt;br /&gt;
* [http://speeddemosarchive.com/Cybernoid.html Cybernoid: The Fighting Machine (easy) 0:06:23]&lt;br /&gt;
* [http://speeddemosarchive.com/Cybernoid.html Cybernoid: The Fighting Machine (lethal) 0:06:47]&lt;br /&gt;
* [http://speeddemosarchive.com/DeathValleyRally.html Death Valley Rally, Road Runner's   0:25:51]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong64.html Donkey Kong 64 (SS with deaths) 4:26]&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianLegend.html Guardian Legend, The (SS) 1:03:12]&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesLastCrusade.html Indiana Jones and the Last Crusade 0:03:35]&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesTempleOfDoom.html Indiana Jones and the Temple of Doom 0:05:13]&lt;br /&gt;
* [http://speeddemosarchive.com/WizardsAndWarriors2.html Ironsword: Wizards &amp;amp; Warriors 2 (with deaths) 0:13:01]&lt;br /&gt;
* [http://speeddemosarchive.com/LoneRanger.html The Lone Ranger (SS) 0:57:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridd3r==&lt;br /&gt;
* [http://speeddemosarchive.com/GrapplingHook.html Grappling Hook (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (SS, Dead on Arrival) 56:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (Dead on Arrival) 42:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (New York Minute) 0:25:34]&lt;br /&gt;
* [http://speeddemosarchive.com/WorldOfGoo.html World of Goo (SS, no level skips) 0:53:41]&lt;br /&gt;
&lt;br /&gt;
==RingRush==&lt;br /&gt;
* [http://speeddemosarchive.com/BatenKaitosOrigins.html Baten Kaitos: Origins 7:59:50]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==romscout==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (XBLA SS) 0:32:57]&lt;br /&gt;
&lt;br /&gt;
=S=&lt;br /&gt;
==Sanitars==&lt;br /&gt;
* [http://speeddemosarchive.com/DinkSmallwood.html Dink Smallwood 0:49:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sarou==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (SS as Predalien) 0:05:43]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (boss rush as Julius) 0:03:28.63]&lt;br /&gt;
* [http://speeddemosarchive.com/Gun.html Gun 1:18:46]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Satoryu==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (SS) 0:34:34]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaDraculaXChronicles.html Castlevania: The Dracula X Chronicles (SS good ending with deaths) 0:17:44] &lt;br /&gt;
* [http://speeddemosarchive.com/MegaManMaverickHunterX.html Mega Man Maverick Hunter X (100%) 0:37:01]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as mega man) 0:22:20.48]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as proto man) 0:24:07.67]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 (all 8 bosses beaten) 0:25:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX6.html Mega Man X6 (all 8 bosses beaten) 0:23:14]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX8.html Mega Man X8 (100%) 1:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==saxman52==&lt;br /&gt;
* [http://speeddemosarchive.com/DieHardNakatomi.html Die Hard: Nakatomi Plaza 0:48:08]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==scaryice==&lt;br /&gt;
* [http://speeddemosarchive.com/LunarSilverStar.html Lunar: The Silver Star (SS) 3:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCM==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto4.html Grand Theft Auto IV 4:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SD2==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioTennisPowerTour.html Mario Tennis: Power Tour (SS singles as Clay easy) 1:14:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sedlo==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serial Gamer==&lt;br /&gt;
* [http://speeddemosarchive.com/Left4Dead.html Left 4 Dead (ILs) 0:45:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serris==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaOoE.html Castlevania: Order of Ecclesia (normal) 0:57:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seth Glass==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2.html Mega Man 2 (SS) 0:29:28]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2.html Mega Man 2 (SS with zip glitches) 0:27:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow-Hunter==&lt;br /&gt;
*[http://speeddemosarchive.com/Castlevania64.html Castlevania 64 (SS as Carrie) 1:05:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadowknife==&lt;br /&gt;
* [http://speeddemosarchive.com/Battletoads.html Battletoads (with deaths) 0:19:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==shenminiu==&lt;br /&gt;
* [http://speeddemosarchive.com/GodOfWar2.html God of War 2 (Titan) 3:07:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shido==&lt;br /&gt;
* [http://speeddemosarchive.com/HitmanContracts.html Hitman: Contracts (Professional ILs) 0:23:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShinerCCC==&lt;br /&gt;
* [http://speeddemosarchive.com/Faxanadu.html Faxanadu (SS with deaths) 0:30:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sigma==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt.html Manhunt (with deaths) 1:36:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Silent echo==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (SS) 1:57]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (SS hard) 2:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sinister1==&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (with deaths) 0:11:22]&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (2 player with deaths) 0:12:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sir VG==&lt;br /&gt;
* [http://speeddemosarchive.com/AceCombat4.html/ Ace Combat 4: Shattered Skies 2:29:30]&lt;br /&gt;
* [http://speeddemosarchive.com/AceCombatZero.html Ace Combat Zero: The Belkan War 1:20:38]&lt;br /&gt;
* [http://speeddemosarchive.com/ActRaiser.html ActRaiser (SS with deaths) 1:07:06]&lt;br /&gt;
* [http://speeddemosarchive.com/ActRaiser.html ActRaiser (Professional mode with deaths) 0:27:43]&lt;br /&gt;
* [http://speeddemosarchive.com/AvatarGBA.html Avatar: The Last Airbender 1:05:09]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaChronicles.html Castlevania Chronicles (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaJudgment.html Castlevania Judgement (easy arcade mode as Trevor) 0:00:59.58]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (SS) 0:51:13]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoD.html Castlevania: Legacy of Darkness (SS as Henry) 0:17:37]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html Castlevania: Rondo of Blood (SS as Maria 0:23:31]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html Castlevania: Rondo of Blood 100% SS with deaths as Maria) 0:40:10]&lt;br /&gt;
* [http://speeddemosarchive.com/DawnOfMana.html Dawn of Mana (easy) 2:32:37]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyCrystalChroniclesTCC.html Final Fantasy Crystal Chronicles: The Crystal Bearers 4:12:55]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyNightmareInDreamLand.html Kirby: Nightmare in Dream Land (100% SS) 0:53:31]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyAmazingMirror.html Kirby &amp;amp; the Amazing Mirror (SS) 0:40:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Kirby3.html  Kirby's Dream Land 3 (100%) 1:36:23]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Dragon's Quest) 1:58]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Faerie's Quest) 2:20:09]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Jumi's Quest) 2:49:09]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan7.html Mega Man 7 (100% SS with deaths) 0:56:16]&lt;br /&gt;
&lt;br /&gt;
==Siyko==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (100% as Sorceress) 4:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==slade==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid.html Metal Gear Solid (EU SS Extreme) 1:59:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SleepersEye==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyDreamLand.html Kirby's Dream Land 0:12:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==slowbro==&lt;br /&gt;
* [http://speeddemosarchive.com/KatamariDamacy.html Katamari Damacy (SS) 0:30:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smilge==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate2.html Baldur's Gate II: Shadows of Amn 0:23:09]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate2ToB.html Baldur's Gate II: Throne of Bhaal 0:36:52]&lt;br /&gt;
* [http://speeddemosarchive.com/DragonAgeOrigins.html Dragon Age: Origins (easy) 0:35:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==smilingjack13==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22% SS) 1:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22% hard) 1:28]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==SMK==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemPoR.html Fire Emblem: Path of Radiance 2:30:01]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Snapdragon==&lt;br /&gt;
* [http://speeddemosarchive.com/KatamariDamacy.html Katamari Damacy (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sonic Warrior1==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solid Snake==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid.html Metal Gear Solid (Extreme) 1:54:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==soteos==&lt;br /&gt;
* [http://speeddemosarchive.com/Kirby64.html Kirby 64: The Crystal Shards (100% SS) 1:30:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spacedemonebu==&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianHeroes.html Guardian Heroes (SS Golden Silver path with Ginjirou) 0:32:47]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spider-Waffle==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (with scripts hard) 0:31:00]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course) 0:03:10]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (HLSP Bunny mod SS hard 1:00:33]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeOpposingForce.html Half-Life: Opposing Force (with scripts hard) 0:23:09]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid 0:18:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spidey-widey==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission 0:27:40]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (SS) 0:28:42]&lt;br /&gt;
&lt;br /&gt;
==spikevegeta==&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts.html Kingdom Hearts 5:49]&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts2.html Kingdom Hearts II (beginner) 4:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sshplur==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManLegends.html Mega Man Legends (SS easy) 0:42:52]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManLegends.html Mega Man Legends (SS normal) 0:57:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steve Bates==&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (SS) 0:28:17]&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (100% SS) 1:59:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stefan Mahrla==&lt;br /&gt;
* [http://speeddemosarchive.com/DiddyKongRacing.html Diddy Kong Racing (European version 100% SS) 2:37:24]&lt;br /&gt;
* [http://speeddemosarchive.com/DiddyKongRacing.html Diddy Kong Racing (European version NG+ SS) 2:21:44]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==sternn==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (100% Dante must die)]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (SS Dante must die as Legendary Dark Knight) 1:17:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==StrangenessDSS==&lt;br /&gt;
* [http://speeddemosarchive.com/BeyondGoodAndEvil.html Beyond Good and Evil (SS with deaths) 2:41:09] &lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stx-Vile==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (SS nightmare) 0:29:56]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalDoom.html Final Doom (TNT Ultra-violence) 0:55:34]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalDoom.html Final Doom (Plutonia Ultra-violence) 0:41:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suzaku==&lt;br /&gt;
* [http://speeddemosarchive.com/DisneysAladdinSNES.html Aladdin, Disney's 0:18:23]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongGB.html Donkey Kong GB 1:16:18]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManGB.html Mega Man: Dr. Wily's Revenge 0:21:02]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=T=&lt;br /&gt;
==Tagio==&lt;br /&gt;
* [http://speeddemosarchive.com/DeusEx2.html Deus Ex: Invisible War (realistic) 0:26:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Take-Chan==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (European Extreme Fox Hound Rank) 1:25:54]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (SS European Extreme Fox Hound Rank) 1:44:55]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (NG+ SS European Extreme Fox Hound Rank) 1:29:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tiago Teixeira==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tagh_azog==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom3.html Doom 3 1:09:37]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==[[User:Tigger77|Tigger77]]==&lt;br /&gt;
* [http://speeddemosarchive.com/SplinterCellChaosTheory.html#PCExpertIL Splinter Cell Chaos Theory   PC    IL       10/10       01:01:21] &lt;br /&gt;
* [http://speeddemosarchive.com/SplinterCellChaosTheory.html#Gamecube2playerIL Splinter Cell Chaos Theory GC 2-P.  IL 18/18  00:20:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tiki==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan3.html Mega Man 3 0:37:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan6.html Mega Man 6 (SS) 0:36:45]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX.html Mega Man X (low% SS) 0:33:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Quiet Man==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt2.html Manhunt 2 (Wii) 1:00:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TheVoid==&lt;br /&gt;
* [http://speeddemosarchive.com/AgeOfEmpires3.html Age of Empires III (easy) 1:31:52]&lt;br /&gt;
* [http://speeddemosarchive.com/AgeOfEmpires3TWC.html Age of Empires III The WarChiefs (easy)  1:57:39]&lt;br /&gt;
* [http://speeddemosarchive.com/Enclave.html Enclave (hard dark side) 0:20:22]&lt;br /&gt;
* [http://speeddemosarchive.com/MerryGearSolid.html Merry Gear Solid 0:02:18.14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thinkshooter==&lt;br /&gt;
* [http://speeddemosarchive.com/HiddenAndDangerous2.html Hidden &amp;amp; Dangerous 2 (Lone Wolf hard)  1:19:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thomas L. Mallory, Jr.==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania2.html Castlevania II: Simon's Quest (SS with deaths) 0:41:48]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAdventureRebirth.html Castlevania: The Adventure Rebirth (easy) 0:19:04]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Ceodore/Kain's tale) 1:09]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Edge's tale) 0:26]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Edward's tale) 0:25]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Lunarians' tale) 0:34]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Palom's tale) 0:38] &lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Porom's tale) 0:27]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Rydia's tale) 0:36] &lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Yang's tale) 0:30]&lt;br /&gt;
&lt;br /&gt;
==The Quiet Man==&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHeartsChainOfMemories.html Kingdom Hearts: Chain of Memories (SS as Riku) 1:29:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TJazZ==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioKartDD.html Mario Kart: Double Dash (150cc all cup tour) 0:29:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tjp7154==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry.html Donkey Kong Country 0:32]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tommy Montgomery==&lt;br /&gt;
* [http://speeddemosarchive.com/KidIcarus.html Kid Icarus 0:33:44]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tom Radovich==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan4.html Mega Man 4 (SS) 0:40:50]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trebor==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22%) 1:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trevor Seguin==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan.html Mega Man 0:23:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tranquilite==&lt;br /&gt;
* [http://speeddemosarchive.com/CommanderKeen.html Commander Keen (SS) 0:03:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trihex==&lt;br /&gt;
* [http://speeddemosarchive.com/CrashBandicoot2.html Crash Bandicoot 2: Cortex Strikes Back (100% with deaths) 1:39:59]&lt;br /&gt;
* [http://speeddemosarchive.com/CrashBandicoot3.html Crash Bandicoot 3: Warped (100% with deaths) 2:41:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=U=&lt;br /&gt;
==UchihaSasuke==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioKartWii.html Mario Kart Wii (SS 150cc hard) 1:07:09]&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UCpro==&lt;br /&gt;
* [http://speeddemosarchive.com/HomeAloneSNES.html Home Alone 0:12:54]&lt;br /&gt;
* [http://speeddemosarchive.com/LostWinds.html Lost Winds 0:18]&lt;br /&gt;
* [http://speeddemosarchive.com/LostWinds.html Lost Winds (SS) 0:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UltraJMan==&lt;br /&gt;
* [http://speeddemosarchive.com/LaMulana.html La-Mulana (SS) 2:27:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UraniumAnchor==&lt;br /&gt;
* [http://speeddemosarchive.com/BlasterMaster.html Blaster Master 0:42:27]&lt;br /&gt;
* [http://speeddemosarchive.com/BlasterMaster.html Blaster Master (with deaths) 0:36:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalStorm.html Metal Storm (SS) 0:12:44]&lt;br /&gt;
&lt;br /&gt;
=V=&lt;br /&gt;
==Vincent Catalaa==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (Multiplayer SS Ultra Violence) 0:22:27]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vugmer (vgmrsepitome)==&lt;br /&gt;
* [http://speeddemosarchive.com/FelixTheCat.html Felix the Cat]; 0:24:49; NES; September 5, 2007 &lt;br /&gt;
* [http://speeddemosarchive.com/NinjaGaiden2.html Ninja Gaiden II]; 0:11:21; NES; August 1, 2008&lt;br /&gt;
* [http://speeddemosarchive.com/KidNiki.html Kid Niki: Radical Ninja]; 0:11:39; NES; May 10, 2009&lt;br /&gt;
* [http://speeddemosarchive.com/RushnAttack.html Rush 'n Attack]; 0:09:41; NES; September 26, 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vykan12==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemRD.html Fire Emblem: Radiant Dawn (normal) 3:13:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=W=&lt;br /&gt;
==Wassup Dawgs==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidFusion.html Metroid Fusion (100% SS) 1:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizphix==&lt;br /&gt;
* [http://speeddemosarchive.com/DragonsLairNES.html Dragons Lair (nes European version) 0:06:56] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WMJ==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (PAL ILs) 0:30:13.011]&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (PAL Laps) 0:08:19.713]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=X=&lt;br /&gt;
==XeaL==&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (multiplayer) 0:26:52]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==xeen==&lt;br /&gt;
* [http://speeddemosarchive.com/Mafia.html Mafia (version 1.0) 3:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xelna==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xit Vono==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==xsite==&lt;br /&gt;
* [http://speeddemosarchive.com/Crysis.html Crysis (Delta) 0:42:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Y=&lt;br /&gt;
==Yoshmaster5==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemFnT.html Fire Emblem: Fuuin no Tsurugi 3:03:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Z=&lt;br /&gt;
==zallard1==&lt;br /&gt;
* [http://speeddemosarchive.com/DocLouisPunchOut.html Doc Louis's Punch-Out!! (SS) 0:02:14.11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZdadrDeM==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zebediah Danvers==&lt;br /&gt;
* [http://speeddemosarchive.com/DeadRising.html Dead Rising (SS overtime mode) 0:19:19]&lt;br /&gt;
* [http://speeddemosarchive.com/HydroThunder.html Hydro Thunder (ILs) 0:21:43.41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZenicReverie==&lt;br /&gt;
* [http://speeddemosarchive.com/JakAndDaxter.html Jak and Daxter: The Precursor Legacy (SS) 1:40:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zianchu==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 (SS) 0:16:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zhouy==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeOpposingForce.html Half-Life: Opposing Force (Boot Camp with scripts) 0:09:36] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZhouTai==&lt;br /&gt;
* [http://speeddemosarchive.com/Driver.html Driver: You are the Wheelman (playstation) 1:48:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zoonel==&lt;br /&gt;
* [http://speeddemosarchive.com/DungeonKeeper.html Dungeon Keeper 1:55:19]&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/List_of_runners</id>
		<title>List of runners</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/List_of_runners"/>
				<updated>2012-03-01T21:52:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* ridd3r */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:1.4em&amp;quot;&amp;gt;[[#A|A]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#B|B]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#C|C]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#D|D]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#E|E]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#F|F]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#G|G]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#H|H]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#I|I]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#J|J]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#K|K]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#L|L]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#M|M]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[#N|N]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#O|O]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#P|P]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Q|Q]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#R|R]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#S|S]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#T|T]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#U|U]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#V|V]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#W|W]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#X|X]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Y|Y]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Z|Z]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0-9=&lt;br /&gt;
==_sdfg==&lt;br /&gt;
* [http://speeddemosarchive.com/EarthBound.html EarthBound 4:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3nki==&lt;br /&gt;
* [http://speeddemosarchive.com/Fable.html Fable (SS) 1:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A=&lt;br /&gt;
==Adam Hegyi==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adam Williamson==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adnan Kauser==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (Tanker episode EU-Extreme difficulty) 0:10:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaDoS.html Castlevania: Dawn of Sorrow (NG+ hard with major skips) 0:04:09] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ajbolt89==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (hard) 0:34:00]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (Low%: hard 10%) 0:45:42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alex Eustis==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy5.html Final Fantasy V 3:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allantois==&lt;br /&gt;
* [http://speeddemosarchive.com/FAKK2.html Heavy Metal: F.A.K.K. 2 0:43:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alucard==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry4.html Devil May Cry 4 (SS) 1:38:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anders Johnsen==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==André Göhlsch==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt2.html Manhunt 2 (PS2 ILs) 0:51:10]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Andrewg (Andrew Gardikis)==&lt;br /&gt;
* [http://speeddemosarchive.com/Excitebike.html Excitebike - 4:08 (individual track total)]&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleMadness.html Marble Madness - 2:54]&lt;br /&gt;
* [http://speeddemosarchive.com/ProWrestling.html Pro Wrestling - 6:00 ]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario1.html Super Mario Bros. - 5:00 ]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario1.html Super Mario Bros Warpless - 19:40]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario2.html Super Mario Bros. 2 - 9:15]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioLostLevels.html Super Mario Bros: The Lost Levels - 8:13]&lt;br /&gt;
* [http://speeddemosarchive.com/Werewolf.html Werewolf: The Last Warrior - 11:22]&lt;br /&gt;
* [http://speeddemosarchive.com/YoNoid.html Yo! Noid - 22:40]&lt;br /&gt;
&lt;br /&gt;
==Andrew Mills==&lt;br /&gt;
* [http://speeddemosarchive.com/CallOfDuty4.html#360Arcade Call of Duty 4: Modern Warfare (ILs Arcade mode) 1:55:53]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Andy Kempling==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Apathy==&lt;br /&gt;
* [http://speeddemosarchive.com/BloodRayne.html BloodRayne (easy) 1:19:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AquaTiger==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness (as Trevor) 1:43:35]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness (boss rush as Trevor) 0:11:59.05]&lt;br /&gt;
* [http://speeddemosarchive.com/JazzJackrabbit2.html Jazz Jackrabbit 2 (SS as Jazz) 0:32:21]&lt;br /&gt;
* [http://speeddemosarchive.com/JazzJackrabbit2.html Jazz Jackrabbit 2 (SS as Spaz) 0:30:00]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerBattle.html Mega Man: The Power Battle (ILs) 0:05:08.94]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManXCommandMission.html Mega Man X: Command Mission 4:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==arkarian==&lt;br /&gt;
* [http://speeddemosarchive.com/Myst.html Myst - 0:01:16 (best ending)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
* [http://speeddemosarchive.com/DynamiteHeaddy.html Dynamite Headdy 0:47:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==atomicJo==&lt;br /&gt;
* [http://speeddemosarchive.com/Drakan.html Drakan: Order of the Flame (medium) 0:57:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Axel Ryman|Axel Ryman]]==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoCross.html#NewGamePlus Chrono Cross - 5:58 (New Game+)]&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts2.html#BeginnerSS Kingdom Hearts 2 - 4:52:xx (Beginner Mode Single Segment)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=B=&lt;br /&gt;
==Bablo==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania.html Castlevania 0:12:21]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ballofsnow==&lt;br /&gt;
* [http://speeddemosarchive.com/GodOfWar.html God of War (God) 2:16:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antti &amp;quot;Baron Dante&amp;quot; Tuomisto==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bartendorsparky==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 Frigate escape) 0:04:30.05]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (100%) 2:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bartz==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==beenman500==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate.html Baldur's Gate (hard) 0:21:31]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateTotSC.html Baldur's Gate Tales: of the Sword Coast (SS normal) 0:18:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BioSpark==&lt;br /&gt;
*[http://speeddemosarchive.com/MetroidFusion.html#SS Metroid Fusion - 0:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlueGlass==&lt;br /&gt;
* [http://speeddemosarchive.com/Ecco.html Ecco the Dolphin (SS) 0:28:32]&lt;br /&gt;
* [http://speeddemosarchive.com/Ecco.html Ecco the Dolphin (ILs) 0:22:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bolton==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branam-Lefkove== &lt;br /&gt;
* [http://speeddemosarchive.com/BanjoTooie.html Banjo-Tooie (100% with deaths) 4:54:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brandon Sanford==&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brain Inwood==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brightstar==&lt;br /&gt;
* [http://speeddemosarchive.com/ArcTheLad.html Arc The Lad 3:15]&lt;br /&gt;
* [http://speeddemosarchive.com/HyperZone.html HyperZone 0:27:12]&lt;br /&gt;
&lt;br /&gt;
=C=&lt;br /&gt;
==Captain==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicPark2SNES.html Jurassic Park 2: The Chaos Continues (normal) 0:41:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CannibalK9==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto3.html Grand Theft Auto III (PC 100%) 7:37]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoSA.html Grand Theft Auto: San Andreas (PC) 6:09]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (PC SS) 1:52:59]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (PC 100%) 9:00]&lt;br /&gt;
* [http://speeddemosarchive.com/Hitman.html Hitman: Codename 47 0:34:19]&lt;br /&gt;
* [http://speeddemosarchive.com/LittleBigAdventure2.html Little Big Adventure 2: Twinsen's Odyssey (with deaths) 1:21:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Carcinogen==&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvil.html Resident Evil (JPN Version 100% as Jill) 1:22:40]&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvil3.html Resident Evil 3: Nemesis (Hard) 1:20:42]&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvilSurvivor.html Resident Evil: Survivor (Normal) 39:58]&lt;br /&gt;
* [http://speeddemosarchive.com/ZoneOfTheEnders.html Zone of the Enders (Normal Segmented) 33:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carosh==&lt;br /&gt;
* [http://speeddemosarchive.com/LegacyOfKainDefiance.html Legacy of Kain: Defiance 3:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carlmmii==&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid2.html Metroid II: Return of Samus 0:59:49]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid2.html Metroid II: Return of Samus (100% SS) 1:09:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==chessjerk==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyTactics.html Final Fantasy Tactics 4:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==chillout==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as Predator) 0:23:47]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (as Corporate) 0:09:36] &lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (as Predator) 0:14:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chris Knight==&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid (beats both bosses) 0:24:06]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cody Miller==&lt;br /&gt;
* [http://speeddemosarchive.com/BatmanAndRobin.html The Adventures of Batman and Robin (with deaths) 0:51:29]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (SS Extreme) 1:37:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cremator==&lt;br /&gt;
* [http://speeddemosarchive.com/AlienShooterVengeance.html Alien Shooter: Vengeance (normal)0:32:19]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateDA.html Baldur's Gate: Dark Alliance (easy) 0:59:04]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan8.html Mega Man 8 (EU SS) 1:04:57]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2GB.html Mega Man II (SS) 0:20:07]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 0:10:12]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5  (100%) 0:34:12]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX7.html Mega Man X7 (EU low%) 0:56:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX8.html Mega Man X8 (PC SS) 1:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Croc-Doc==&lt;br /&gt;
* [http://speeddemosarchive.com/BackToTheFuture.html Back to the Future 0:17:11]&lt;br /&gt;
* [http://speeddemosarchive.com/ABoyAndHisBlob.html A Boy and His Blob (100%) 0:11:30]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong.html Donkey Kong 0:01:05]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongJr.html Donkey Kong JR. 0:01:28]&lt;br /&gt;
* [http://speeddemosarchive.com/LittleNemo.html Little Nemo: The Dream Master 0:27:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyberwrath==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (Riverside Race) 0:00:54.70]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cygnus==&lt;br /&gt;
* [http://speeddemosarchive.com/AgentUnderFire.html Agent Under Fire, James Bond 007 in 0:40:40]&lt;br /&gt;
&lt;br /&gt;
=D=&lt;br /&gt;
==Daniel Chamness==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (X collection version SS) 0:43:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel Enright==&lt;br /&gt;
* [http://speeddemosarchive.com/EyeOfTheBeholder.html Eye of the Beholder (snes SS) 0:17:04]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManBattleNetwork3.html Mega Man Battle Network 3 (blue version) 3:34]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel L. Henry==&lt;br /&gt;
* [http://speeddemosarchive.com/BatmanNES.html Batman (nes) (with deaths) 0:13:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel Remar==&lt;br /&gt;
* [http://speeddemosarchive.com/Iji.html Iji (with deaths normal) 0:27:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==darkwasabi==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyX2.html Final Fantasy X-2 4:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Darkwing Duck==&lt;br /&gt;
* [http://speeddemosarchive.com/DragonWarrior3.html Dragon Warrior III 5:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dave Phaneuf==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==David Arnold==&lt;br /&gt;
* [http://speeddemosarchive.com/Fable.html Fable: The Lost Chapters (SS) 1:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==David Kim==&lt;br /&gt;
* [http://speeddemosarchive.com/Lufia.html Lufia &amp;amp; the Fortress of Doom 5:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Davis==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (SS hard) 0:51]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (100% hard) 1:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadstick==&lt;br /&gt;
* [http://speeddemosarchive.com/BraveFencerMusashi.html Brave Fencer Musashi 4:06] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deign==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4.html Final Fantasy IV 3:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dex==&lt;br /&gt;
* [http://speeddemosarchive.com/DeusEx.html Deus Ex (realistic) 0:43:20]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dingusSJr==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania Aria of Sorrow (boss Rush) 0:01:21.38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==djcj==&lt;br /&gt;
* [http://speeddemosarchive.com/MedalOfHonorAA.html Medal of Honor: Allied Assult (easy) 1:15:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MedalOfHonorAA.html Medal of Honor: Allied Assult (training course) 0:02:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DJGrenola==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes 1:38]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (low% using secret worlds) 1:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DJ Mike Haggar==&lt;br /&gt;
* [http://speeddemosarchive.com/Battletoads.html Battletoads (100% with deaths) 0:34:17]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DK28==&lt;br /&gt;
* [http://speeddemosarchive.com/XMenMutantApocalypse.html X-Men: Mutant Apocalypse - 19:06]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperSmashBros.html Super Smash Bros 64 - 3:01 with deaths]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperSmashBros.html#veryeasydk Super Smash Bros 64 - 3:09 deathless] &lt;br /&gt;
* [http://speeddemosarchive.com/SuperMarioKart.html Super Mario Kart 150cc - 25'31&amp;quot;02]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania4.html Super Castlevania IV - 39:17]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperDodgeBall.html Super Dodge Ball - 6:46]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperPunchOut.html Super Punch Out!! - 3'24&amp;quot;97]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easynoitemsdeaths Contra III - 15:24 No items with deaths]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easynoitems Contra III - 16:11 No items deathless]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easy Contra III - 12:49 With items]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFight.html Final Fight One - 21:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DonG==&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (multiplayer) 0:26:52]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragondarch==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (hard) 0:36:12]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS NG+ hard) 0:19:57] &lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS hard as Julius) 0:08:44]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS 100% hard as Julius) 0:16:46]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness 2:21:02]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (100% SS) 1:50:19]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (SS as Joachim) 0:45:54] &lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (100% SS as Joachim) 1:22:15]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (boss rush) 0:13:05.05]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (boss rush as Joachim) 0:14:41.63]&lt;br /&gt;
* [http://speeddemosarchive.com/Crystalis.html Crystalis (SS) 1:09:06]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyMQ.html Final Fantasy Mystic Quest 2:44:20]&lt;br /&gt;
* [http://speeddemosarchive.com/Goonies2.html The Goonies II (SS) 0:17:33]&lt;br /&gt;
* [http://speeddemosarchive.com/Goonies2.html The Goonies II (100% SS) 0:24:08] &lt;br /&gt;
* [http://speeddemosarchive.com/Lufia2.html Lufia II: Rise of the Sinistrals  3:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioAndLuigi.html Mario &amp;amp; Luigi: Superstar Saga 3:26]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid (100%) 0:52:23]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidFusion.html Metroid Fusion (low%: 1% SS) 1:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (100% SS) 0:56:11]&lt;br /&gt;
&lt;br /&gt;
==DrRob==&lt;br /&gt;
* [http://speeddemosarchive.com/MasterOfOrion2.html Master of Orion II: Battle at Antares (SS small galaxy custom race easy) 0:00:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DSGamer3002==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrimeHunters.html Metroid Prime: Hunters 1:16:33]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrimeHunters.html Metroid Prime: Hunters (100%) 1:22:57]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dushine==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=E=&lt;br /&gt;
==Elliott Feiertag==&lt;br /&gt;
* [http://speeddemosarchive.com/ComixZone.html Comix Zone 0:17:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elpis TK31==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS hard with mission skips) 0:10:31]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS hard with deaths) 0:22:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS Ultimate mode) 0:09:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Emperor91==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (Magician-mode) 0:19:04]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (SS Fighter mode) 0:32:46]&lt;br /&gt;
&lt;br /&gt;
==Emptyeye==&lt;br /&gt;
* [http://speeddemosarchive.com/Astyanax.html Astyanax 0:20:39]&lt;br /&gt;
* [http://speeddemosarchive.com/ChuckRock.html Chuck Rock (snes) 0:11:55]&lt;br /&gt;
* [http://speeddemosarchive.com/MagicOfScheherazade.html Magic of Scheherazade, The  (SS) 1:20:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhasa==&lt;br /&gt;
* [http://speeddemosarchive.com/Ico.html Ico 1:45:25]&lt;br /&gt;
* [http://speeddemosarchive.com/Ico.html Ico (SS) 1:51:04]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==error1==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout3.html Fallout 3 0:30:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Essentia==&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html#Story Dr. Mario 64 (story mode, normal difficulty) 0:16:53]&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html#StoryHard Dr. Mario 64 (story mode, hard difficulty) 0:24:27]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy6.html Final Fantasy VI (SS) 4:48:xx]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy9.html Final Fantasy IX 8:32:xx]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy10.html Final Fantasy X (new game+) 10:25:xx]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evil_Guru==&lt;br /&gt;
* [http://speeddemosarchive.com/BattletoadsAndDoubleDragon.html Battletoads &amp;amp; Double Dragon (as Lee Brothers with deaths) 0:22:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ev0lution==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ewil==&lt;br /&gt;
* [http://speeddemosarchive.com/Driver.html Driver: You are the Wheelman (PC easy) 1:04:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ExplodingCabbage==&lt;br /&gt;
* [http://speeddemosarchive.com/HitmanBloodMoney.html Hitman: Blood Money (ILs) 0:22:44]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
 &lt;br /&gt;
=F=&lt;br /&gt;
==Farringa==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy7.html Final Fantasy VII (PC) 7:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fernito==&lt;br /&gt;
* [http://speeddemosarchive.com/DukeNukem3D.html Duke Nukem 3D (ILs) 0:20:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flip==&lt;br /&gt;
* [http://speeddemosarchive.com/WarioLand5.html Wario Land: Shake It 1:27:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FraGFroG==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (as Assassin) 0:58:52]&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (as Assassin with deaths) 0:58:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Frezy_man==&lt;br /&gt;
* [http://speeddemosarchive.com/RescueRangers.html Chip 'n Dale: Rescue Rangers (SS) 0:10:57]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra.html Contra 0:10:17]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra.html Contra (low%) 0:11:34]&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales2.html Duck Tales 2 (EU easy) 0:11:40]&lt;br /&gt;
* [http://speeddemosarchive.com/KungFu.html Kung Fu (game A) 0:03:54]&lt;br /&gt;
* [http://speeddemosarchive.com/LionKing.html Lion King, The (difficult) 0:16:53]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan4.html Mega Man 4 (EU SS) 0:50:48]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5.html Mega Man 5 (EU SS) 0:51:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX.html Mega Man X (100% SS) 0:39:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX2.html Mega Man X2 (SS) 0:36:29]&lt;br /&gt;
&lt;br /&gt;
=G=&lt;br /&gt;
==gia==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalWarriors.html Metal Warriors 0:22:21]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalWarriors.html Metal Warriors (ILs) 0:20:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gibbatizer==&lt;br /&gt;
* [http://speeddemosarchive.com/BanjoKazooie.html Banjo-Kazooie (100% SS) 2:40:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Giel Goertz==&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales.html Duck Tales (EU difficult) 0:08:14]&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales2.html Duck Tales 2 (EU 100% difficult) 0:19:16]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyAdventure.html Kirby's Adventure (EU SS with large skips) 0:41:40]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goggen==&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesEmperorsTomb.html Indiana Jones and the Emperor's Tomb (normal) 1:46:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==groobo==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo.html Diablo (as sorcerer) 0:03:12]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom3RoE.html Doom 3: Rescurrection of Evil (marine) 0:31:46]&lt;br /&gt;
* [http://speeddemosarchive.com/FEAR.html F.E.A.R. (low) 0:55:59]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeBlueShift.html Half-Life: Blue Shift (with scripts hard) 0:27:39]&lt;br /&gt;
* [http://speeddemosarchive.com/HeartOfDarkness.html Heart of Darkness (easy) 0:23:49]&lt;br /&gt;
* [http://speeddemosarchive.com/LegoStarWars.html Lego Star Wars: The Video Game (ILs) 0:53:46]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug4.html Metal Slug 4 (easy) 0:18:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlugX.html Metal Slug X (easy) 0:18:47]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=H=&lt;br /&gt;
==Half-Life 2 done Quick team==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife2.html Half-Life 2 1:36:57]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 2 Done Segmented team==&lt;br /&gt;
* [http://speeddemosarchive.com/Halo2.html Halo 2 (Legendary) 1:30:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hattori==&lt;br /&gt;
* [http://speeddemosarchive.com/FatalFrame3.html Fatal Frame 3: The Tormented (nightmare) 3:08:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Heidman|Heidman]]==&lt;br /&gt;
* [http://speeddemosarchive.com/SuperC.html (NES) Super C Any% 0:13:18]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperDoubleDragon.html (SNES) Super Double Dragon - 0:42:03]&lt;br /&gt;
&lt;br /&gt;
==Hellfire7777777==&lt;br /&gt;
* [http://speeddemosarchive.com/Hulk16bit.html Incredible Hulk, The (hard) 0:19:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Henning Skogsto==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hikari==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (European Extreme Kerotan rank) 1:41:38]&lt;br /&gt;
&lt;br /&gt;
==hitman==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (Dead on Arrival) 0:49:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I=&lt;br /&gt;
==Ian Bennett==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (Tanker episode 100% Dog tags Extreme difficulty) 0:18:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ian Sabourin==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Id==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout2.html Fallout 2 (SS) 0:17:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==iMacmatician==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==inichi==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger 3:34]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==InsipidMuckyWater==&lt;br /&gt;
* [http://speeddemosarchive.com/BeavisAndButtheadGen.html Beavis and Butthead (SS) 0:12:41]&lt;br /&gt;
* [http://speeddemosarchive.com/Condemned.html Condemned: Criminal Origins 1:56:25]&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkGen.html Jurassic Park (Gen SS as Raptor) 0:03:33]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IsraeliRD==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=J=&lt;br /&gt;
==jaegar369==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2Substance.html Metal Gear Solid 2: Substance (ILs) 1:09:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==James Staff==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jeff Feasel==&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo.html  Adventures of Lolo 0:23:01]&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo2.html Adventures of Lolo 2  0:29:14]&lt;br /&gt;
* [http://speeddemosarchive.com/BionicCommando.html Bionic Commando 0:17:37]&lt;br /&gt;
* [http://speeddemosarchive.com/DeadlyTowers.html Deadly Towers (SS) 0:33:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Gauntlet.html Gauntlet (SS as Elf) 0:17:51]&lt;br /&gt;
* [http://speeddemosarchive.com/LegacyOfTheWizard.html Legacy of the Wizard (SS) 0:28:52]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jim Hanson==&lt;br /&gt;
* [http://speeddemosarchive.com/FelixTheCat.html Felix the Cat 0:24:49]&lt;br /&gt;
* [http://speeddemosarchive.com/KidNiki.html Kid Niki: Radical Ninja 0:11:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joe Stanski==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaBloodlines.html Castlevania Bloodlines (SS expert as Eric Lecarde) 0:32:13]&lt;br /&gt;
* [http://speeddemosarchive.com/DarkCastle.html Dark Castle 0:01:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joe Wiewel==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong64.html Donkey Kong 64 (100% with deaths) 9:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==John De Sousa==&lt;br /&gt;
* [http://speeddemosarchive.com/GunstarSuperHeroes.html Gunstar Super Heroes (SS easy as Red) 0:18:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jonathan Rimmer==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Josh Styger==&lt;br /&gt;
* [http://speeddemosarchive.com/GIJoe.html G.I. Joe (SS) 0:21:29]&lt;br /&gt;
* [http://speeddemosarchive.com/GIJoeAF.html G.I. Joe: The Atlantis Factor (SS) 0:09:50]&lt;br /&gt;
* [http://speeddemosarchive.com/KickMaster.html Kick Master (SS) 0:13:37]&lt;br /&gt;
* [http://speeddemosarchive.com/LowGMan.html Low G Man: The Low Gravity Man (SS) 0:15:32]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5.html Mega Man 5 (SS) 0:44:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==jprophet22==&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (2 player with deaths) 0:12:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Julien Langer==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateTotSC.html Baldur's Gate: Tales of the Sword Coast (normal) 0:14:36]&lt;br /&gt;
* [http://speeddemosarchive.com/IcewindDale.html Icewind Dale 0:32:57]&lt;br /&gt;
&lt;br /&gt;
=K=&lt;br /&gt;
==Kahless_GOA==&lt;br /&gt;
* [http://speeddemosarchive.com/Enclave.html Enclave (easy light side) 0:45:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kareshi==&lt;br /&gt;
* [http://speeddemosarchive.com/GhostsnGoblins.html Ghosts 'n Goblins 0:21:45]&lt;br /&gt;
* [http://speeddemosarchive.com/Jaws.html Jaws 0:03:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Karma Hunter==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolidTTS.html Metal Gear Solid: The Twin Snakes (extreme pefect game) 1:08:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KaThogh==&lt;br /&gt;
* [http://speeddemosarchive.com/LittleBigAdventure.html Little Big Adventure 1:19:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kegerius==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kibumbi==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as Alien) 0:13:44]&lt;br /&gt;
* [http://speeddemosarchive.com/Area51.html Area 51 1:19:19] &lt;br /&gt;
* [http://speeddemosarchive.com/Doom3.html Doom 3 (nightmare) 1:25:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KidPlayer44==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kinga Styger==&lt;br /&gt;
* [http://speeddemosarchive.com/LittleMermaidNES.html Little Mermaid, The 0:07:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==kip==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (low%: 22% hard) 3:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Knu==&lt;br /&gt;
* [http://speeddemosarchive.com/FarCry.html Far Cry 1:07:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Konnan==&lt;br /&gt;
* [http://speeddemosarchive.com/AlexKiddMiracleWorld.html Alex Kidd in Miracle World (European version) 0:17:33]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMouseLoI.html Mickey Mouse: Land of Illusion (EU) 0:36:24]&lt;br /&gt;
&lt;br /&gt;
==Kridly==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (100% hard) 0:58:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KroKus==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ktwo==&lt;br /&gt;
* [http://speeddemosarchive.com/AddamsFamilyNES.html The Addams Family (European version) 0:16:46]&lt;br /&gt;
* [http://speeddemosarchive.com/AddamsFamilyNES.html The Addams Family (European version) 0:15:11]&lt;br /&gt;
* [http://speeddemosarchive.com/CobraTriangle.html Cobra Triangle (European version) 0:12:18]&lt;br /&gt;
* [http://speeddemosarchive.com/JourneyToSilius.html Journey to Silius (European version) 0:13:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kyle Halversen==&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html Contra III: The Alien Wars (hard with death warps) 0:05:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=L=&lt;br /&gt;
==l2ebel==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto3.html Grand Theft Auto III (PC) 1:14:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lag.Com==&lt;br /&gt;
* [http://speeddemosarchive.com/Arcomage.html Arcomage (Destruction victory) 0:00:20]&lt;br /&gt;
* [http://speeddemosarchive.com/Arcomage.html Arcomage (Building victory) 0:00:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laszlo Seta==&lt;br /&gt;
* [http://speeddemosarchive.com/LostPlanet.html Lost Planet: Extreme Condition (ILs PC easy)0:41:35] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laszlo Vecsei==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==laughing_gas==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeBlueShift.html Half-Life: Blue Shift (hard) 0:32:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lightningx==&lt;br /&gt;
* [http://speeddemosarchive.com/DungeonSiege.html Dungeon Siege (easy) 2:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==linner==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LLCoolDave==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luc de Mestre==&lt;br /&gt;
* [http://speeddemosarchive.com/Hexen2.html Hexen II (easy) 0:27:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lucid Faia==&lt;br /&gt;
* [http://speeddemosarchive.com/DemonsCrest.html Demons Crest (SS) 0:12:24]&lt;br /&gt;
* [http://speeddemosarchive.com/DemonsCrest.html Demons Crest (100% SS) 0:50:59]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry.html Donkey Kong Country (100% SS) 0:44]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=M=&lt;br /&gt;
==Mad Andy==&lt;br /&gt;
* [http://speeddemosarchive.com/AmericanMcGeesAlice.html Alice, American McGee's (easy) 0:42:35]&lt;br /&gt;
* [http://speeddemosarchive.com/AmericanMcGeesAlice.html Alice, American McGee's (nightmare) 0:47:52]&lt;br /&gt;
* [http://speeddemosarchive.com/EternalDarkness.html Eternal Darkness 2:27:36]&lt;br /&gt;
* [http://speeddemosarchive.com/FurFighters.html Fur Fighters 3:01:58]&lt;br /&gt;
* [http://speeddemosarchive.com/MDK2.html MDK2 (PC easy) 1:24:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manocheese==&lt;br /&gt;
* [http://speeddemosarchive.com/ZeldaOcarinaOfTime.html The Legend of Zelda: Ocarina of Time 2:26:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Rayman2.html Rayman 2: The Great Escape (N64, SS) 2:17:25]&lt;br /&gt;
* [http://speeddemosarchive.com/Rayman2.html Rayman 2: The Great Escape (N64) ILs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==marshmallow== &lt;br /&gt;
* [http://speeddemosarchive.com/BodyHarvest.html Body Harvest 2:22:49]&lt;br /&gt;
* [http://speeddemosarchive.com/Bomberman64.html Bomberman 64 (with deaths) 1:34]&lt;br /&gt;
* [http://speeddemosarchive.com/BombermanHero.html Bomberman Hero 1:07:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ChameleonTwist.html Chameleon Twist (100% SS) 0:43:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger (100%) 6:31] &lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger (NG+) 0:07:50]&lt;br /&gt;
* [http://speeddemosarchive.com/CounterStrikeConditionZero.html Counter-Strike Condition Zero (ILs) 1:44:18]&lt;br /&gt;
* [http://speeddemosarchive.com/JetForceGemini.html Jet Force Gemini (SS) 3:21]&lt;br /&gt;
* [http://speeddemosarchive.com/LuigisMansion.html Luigi's Mansion 1:33:53]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MAS8705==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as fire man) 0:26:07.69]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Master 88==&lt;br /&gt;
* [http://speeddemosarchive.com/BionicCommando.html Bionic Commando (100%) 0:26:57]&lt;br /&gt;
* [http://speeddemosarchive.com/WizardsAndWarriors2.html Ironsword: Wizards &amp;amp; Warriors 2 (with deaths and glitches) 0:10:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Jackal.html Jackal (low% with deaths) 0:08:54]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGear.html Metal Gear (SS with deaths) 0:28:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Master ZED== &lt;br /&gt;
* [http://speeddemosarchive.com/BatmanArkhamAsylum.html Batman Arkham Asylum (SS easy) 2:07:40] &lt;br /&gt;
* [http://speeddemosarchive.com/DotHackInfection.html .hack//Infection 2:28:14]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan9.html Mega Man 9 (SS) 0:21:37] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MatrixTN==&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Sion) 0:19]&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Volt) 0:19]&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Kou) 0:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MegaDestructor9==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan3.html Mega Man 3 (Anniversary Collection) 0:32:29] &lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan9.html Mega Man 9 (ILs) 0:20:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Megatherium==&lt;br /&gt;
* [http://speeddemosarchive.com/JetGrindRadio.html Jet Grind Radio (SS) 1:03:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==messenger==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (SS Edge's tale) 0:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mickey Mage==&lt;br /&gt;
* [http://speeddemosarchive.com/BonksAdventureGB.html Bonks Adventure GB 0:18:53]&lt;br /&gt;
* [http://speeddemosarchive.com/JoeAndMac.html Joe and Mac (SNES with deaths easy) 0:23:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMouseMQ.html Magical Quest Starring Mickey Mouse, The (hard) 0:16:56]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMania.html Mickey Mania (SNES hard) 0:21:54]&lt;br /&gt;
&lt;br /&gt;
==Mike89==&lt;br /&gt;
* [http://speeddemosarchive.com/BanjoTooie.html Banjo-Tooie (with Cheato's cheats SS) 0:53:18]&lt;br /&gt;
* [http://speeddemosarchive.com/PokemonCrystal.html Pokemon Crystal SS 3:52]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic1GG.html Sonic 1 Master System 0:11:08]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic3Knuckles.html#SSSonic Sonic 3 &amp;amp; Knuckles (Sonic) 0:49:37]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic3Knuckles.html#SSKnuckles Sonic 3 &amp;amp; Knuckles (Knuckles) 0:36:55]&lt;br /&gt;
* [http://speeddemosarchive.com/Vectorman.html Vectorman 0:10:24]&lt;br /&gt;
* [http://speeddemosarchive.com/Vectorman2.html Vectorman 2 0:11:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mike Uyama==&lt;br /&gt;
* [http://speeddemosarchive.com/CastleCrashers.html Castle Crashers 1:14:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html Contra III: The Alien Wars (hard) 0:14:59]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (chase Joe, surrender path as Browny) 0:16:43]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (chase Joe, fight path as Browny) 0:17:31]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (lab, surrender path as Browny) 0:19:27]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (lab, fight path as Browny) 0:22:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (secret ending path as Browny) 0:05:40]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (S-rank) 0:38:01]&lt;br /&gt;
* [http://speeddemosarchive.com/GunstarHeroes.html Gunstar Heroes (expert) 0:41:15]&lt;br /&gt;
* [http://speeddemosarchive.com/JLHFlash.html Justice League Heroes: The Flash (SS Justice mode) 0:27:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (SS) 0:44:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (100% SS) 0:52:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (low% SS) 0:47:40]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX4.html Mega Man X4 (100% SS as X) 0:49:13]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX4.html Mega Man X4 (100% SS as Zero) 0:47:31]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS S-rank)  0:34:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero2.html Mega Man Zero 2 (SS) 0:31:51]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug.html Metal Slug (mvs mode) 0:16:47]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug3.html Metal Slug 3 (hard) 0:33:19]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug4.html Metal Slug 4 (hard) 0:23:18]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug5.html Metal SLug 5 (hard)  0:25:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mimir==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout.html Fallout (SS) 0:09:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mirko Brown==&lt;br /&gt;
* [http://speeddemosarchive.com/BioShock.html BioShock (with deaths) 1:04:20]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mister Shin==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL) 1:09]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL SS with OoB) 1:16]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Low%: 22%) 1:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Low%: 22% SS) 2:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mkt2015==&lt;br /&gt;
* [http://speeddemosarchive.com/HarryPotterCoS.html Harry Potter and the Chamber of Secrets (PC) 1:09:54]&lt;br /&gt;
* [http://speeddemosarchive.com/HarryPotterSS.html Harry Potter and the Sorcerer's Stone 2:06:04]&lt;br /&gt;
* [http://speeddemosarchive.com/Jak2.html Jak II (Hero) 4:42]&lt;br /&gt;
* [http://speeddemosarchive.com/SoulReaver.html Legacy of Kain: Soul Reaver (SS) 3:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==moka==&lt;br /&gt;
* [http://speeddemosarchive.com/InfiniteUndiscovery.html Infinite Undiscovery (SS easy) 2:41:33]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Molotov==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoCross.html Chrono Cross 6:42:11]&lt;br /&gt;
* [http://speeddemosarchive.com/Clue.html Clue 0:00:03]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (normal) 0:58:27]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (SS normal as Super Dante) 0:49:35]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblem.html Fire Emblem (as Lyn &amp;amp; Eliwood) 2:32:50]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemPoR.html Fire Emblem: Path of Radiance (hard) 2:44:13]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemTSS.html Fire Emblem: The Sacred Stones (Eirika's route normal) 1:37:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==monban==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry4.html Devil May Cry 4 (Devil Hunter) 1:12:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mongoanytime==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (console) 2:02:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==moooh==&lt;br /&gt;
* [http://speeddemosarchive.com/DisneysAladdinGenesis.html Aladdin, Disney's (Practice, EU) 0:16:35]&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkGen.html Jurassic Park (SS as Grant on Hard, EU) 0:12:04]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MPzoid==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00) 1:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00) 1:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 hard) 1:15]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100%) 1:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100% SS) 1:29]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100% hard) 1:37]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL SS) 1:17]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL 100% SS) 1:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Frigate escape) 0:04:25.40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MrBlarney==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MrMonkeyMan==&lt;br /&gt;
* [http://speeddemosarchive.com/AlienSoldier.html Alien Soldier (Super easy) 0:10:31]&lt;br /&gt;
* [http://speeddemosarchive.com/AlienSoldier.html Alien Soldier (Super hard) 0:12:40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='muumu' (むうむ)==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=N=&lt;br /&gt;
==nate==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Colonial Marine)0:36:28]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Predator)0:19:52] &lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (as Alien) 0:06:34]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Alien with deaths)0:08:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nathaniel Stalberg==&lt;br /&gt;
* [http://speeddemosarchive.com/EscapeVelocityNova.html Escape Velocity Nova (pirate storyline) 0:14:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nego==&lt;br /&gt;
* [http://speeddemosarchive.com/CallOfDuty4.html Call of Duty 4: Modern Warfare (PC version regular difficulty) 1:38:59]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Neo-tze==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlugX.html Metal Slug X (ILs) 0:13:51.46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==neskamikaze==&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html Dr. Mario 64 (Classic Mode with deaths) - 0:37:02]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioParty.html Mario Party (Mini-Game Island) - 0:45:45]&lt;br /&gt;
* [http://speeddemosarchive.com/ChameleonTwist.html Chameleon Twist (SS) 0:11:54]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ninetigerr==&lt;br /&gt;
* [http://speeddemosarchive.com/JadeEmpire.html Jade Empire 2:35:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NoiseCrash==&lt;br /&gt;
* [http://speeddemosarchive.com/PaperMario.html Paper Mario 3:38]&lt;br /&gt;
* [http://speeddemosarchive.com/MysticalNinjaStarringGoemon.html#100p Mystical Ninja Starring Goemon (100%) 2:47:01]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nokia3311==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normand==&lt;br /&gt;
* [http://speeddemosarchive.com/ConkersBadFurDay.html Conkers Bad Fur Day (100% SS with deaths) 1:37:59]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nudel==&lt;br /&gt;
* [http://speeddemosarchive.com/Hitman2.html Hitman 2: Silent Assasin 0:39:10]&lt;br /&gt;
&lt;br /&gt;
=O=&lt;br /&gt;
==ocelot==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oskar Angelmark==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as marine hardcore) 0:36:09]&lt;br /&gt;
* [http://speeddemosarchive.com/BloodOmen2.html Legacy of Kain: Blood Omen 2 4:05]&lt;br /&gt;
&lt;br /&gt;
==Ounaya==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry2.html Donkey Kong Country 2: Diddy's Kong Quest (snes version 100%) 1:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=P=&lt;br /&gt;
==Panter==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paraxade==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime3.html Metroid Prime 3: Corruption 2:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pendrokar==&lt;br /&gt;
* [http://speeddemosarchive.com/Morrowind.html Elder Scrolls III: Morrowind, The (SS) 0:04:19]&lt;br /&gt;
* [http://speeddemosarchive.com/GiantsCitizenKabuto.html Giants: Citizen Kabuto 1:21:35]&lt;br /&gt;
* [http://speeddemosarchive.com/JaggedAlliance2.html Jagged Alliance 2 (expert) 0:06:44]&lt;br /&gt;
* [http://speeddemosarchive.com/MechWarrior3.html MechWarrior 3 (high) 0:42:53]&lt;br /&gt;
* [http://speeddemosarchive.com/MechWarrior4Mercenaries.html MechWarrior 4: Mercenaries (recruit) 1:06:42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Persona==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaChronicles.html Castlevania Chronicles (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Petrie911==&lt;br /&gt;
* [http://speeddemosarchive.com/Bugdom.html Bugdom (SS) 0:08:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pif de Mestre==&lt;br /&gt;
* [http://speeddemosarchive.com/Hexen2.html Hexen II (easy) 0:27:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pirate109==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL 100%) 1:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Philip Brodier==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Poon78==&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianHeroes.html Guardian Heroes (SS Golden Silver path with Nicole) 0:26:17]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pootrain==&lt;br /&gt;
* [http://speeddemosarchive.com/SuperStarWars.html Super Star Wars (easy) 30:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preddy==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5GB.html Mega Man V 0:47:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psychochild==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry3.html Devil May Cry 3 (hard as Vergil) 1:40:07]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry3.html Devil May Cry 3 (turbo mode Heaven or Hell as Super Dante with deaths) 1:03:03]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry2.html Donkey Kong Country 2: Diddy's Kong Quest (gba version hard) 0:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psyrell==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (SS as Richter) 0:07:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Q=&lt;br /&gt;
==quadrazid==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts) 0:02:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=R=&lt;br /&gt;
==Radek Pecka==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (Multiplayer SS Ultra Violence) 0:22:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Radix==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (Fighter-mode) 0:31:14]&lt;br /&gt;
* [http://speeddemosarchive.com/LuigisMansion.html Luigi's Mansion (Hidden Mansion 100% SS 1:36:13]&lt;br /&gt;
&lt;br /&gt;
==rayv3x==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts) 0:02:45]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts SS) 0:02:54]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reinhardt==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania64.html Castlevania 64 (SS as Reinhardt) 1:04:15] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rdrunner==&lt;br /&gt;
* [http://speeddemosarchive.com/BayouBilly.html The Adventures of Bayou Billy 0:24:28]&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo3.html Adventures of Lolo 3 (with deaths) 1:23:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlequest.html Castlequest (with deaths) 0:20:26]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (without a partner) 0:32:57]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Alucard) 0:29:47]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Grant) 0:34:21]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Syfa) 0:32:55] &lt;br /&gt;
* [http://speeddemosarchive.com/Cybernoid.html Cybernoid: The Fighting Machine (easy) 0:06:23]&lt;br /&gt;
* [http://speeddemosarchive.com/Cybernoid.html Cybernoid: The Fighting Machine (lethal) 0:06:47]&lt;br /&gt;
* [http://speeddemosarchive.com/DeathValleyRally.html Death Valley Rally, Road Runner's   0:25:51]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong64.html Donkey Kong 64 (SS with deaths) 4:26]&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianLegend.html Guardian Legend, The (SS) 1:03:12]&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesLastCrusade.html Indiana Jones and the Last Crusade 0:03:35]&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesTempleOfDoom.html Indiana Jones and the Temple of Doom 0:05:13]&lt;br /&gt;
* [http://speeddemosarchive.com/WizardsAndWarriors2.html Ironsword: Wizards &amp;amp; Warriors 2 (with deaths) 0:13:01]&lt;br /&gt;
* [http://speeddemosarchive.com/LoneRanger.html The Lone Ranger (SS) 0:57:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridd3r==&lt;br /&gt;
* [http://speeddemosarchive.com/GrapplingHook.html Grappling Hook (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (SS, Dead on Arrival) 1:01:08]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (Dead on Arrival) 42:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (New York Minute) 0:25:34]&lt;br /&gt;
* [http://speeddemosarchive.com/WorldOfGoo.html World of Goo (SS, no level skips) 0:53:41]&lt;br /&gt;
&lt;br /&gt;
==RingRush==&lt;br /&gt;
* [http://speeddemosarchive.com/BatenKaitosOrigins.html Baten Kaitos: Origins 7:59:50]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==romscout==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (XBLA SS) 0:32:57]&lt;br /&gt;
&lt;br /&gt;
=S=&lt;br /&gt;
==Sanitars==&lt;br /&gt;
* [http://speeddemosarchive.com/DinkSmallwood.html Dink Smallwood 0:49:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sarou==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (SS as Predalien) 0:05:43]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (boss rush as Julius) 0:03:28.63]&lt;br /&gt;
* [http://speeddemosarchive.com/Gun.html Gun 1:18:46]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Satoryu==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (SS) 0:34:34]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaDraculaXChronicles.html Castlevania: The Dracula X Chronicles (SS good ending with deaths) 0:17:44] &lt;br /&gt;
* [http://speeddemosarchive.com/MegaManMaverickHunterX.html Mega Man Maverick Hunter X (100%) 0:37:01]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as mega man) 0:22:20.48]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as proto man) 0:24:07.67]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 (all 8 bosses beaten) 0:25:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX6.html Mega Man X6 (all 8 bosses beaten) 0:23:14]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX8.html Mega Man X8 (100%) 1:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==saxman52==&lt;br /&gt;
* [http://speeddemosarchive.com/DieHardNakatomi.html Die Hard: Nakatomi Plaza 0:48:08]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==scaryice==&lt;br /&gt;
* [http://speeddemosarchive.com/LunarSilverStar.html Lunar: The Silver Star (SS) 3:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCM==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto4.html Grand Theft Auto IV 4:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SD2==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioTennisPowerTour.html Mario Tennis: Power Tour (SS singles as Clay easy) 1:14:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sedlo==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serial Gamer==&lt;br /&gt;
* [http://speeddemosarchive.com/Left4Dead.html Left 4 Dead (ILs) 0:45:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serris==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaOoE.html Castlevania: Order of Ecclesia (normal) 0:57:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seth Glass==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2.html Mega Man 2 (SS) 0:29:28]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2.html Mega Man 2 (SS with zip glitches) 0:27:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow-Hunter==&lt;br /&gt;
*[http://speeddemosarchive.com/Castlevania64.html Castlevania 64 (SS as Carrie) 1:05:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadowknife==&lt;br /&gt;
* [http://speeddemosarchive.com/Battletoads.html Battletoads (with deaths) 0:19:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==shenminiu==&lt;br /&gt;
* [http://speeddemosarchive.com/GodOfWar2.html God of War 2 (Titan) 3:07:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shido==&lt;br /&gt;
* [http://speeddemosarchive.com/HitmanContracts.html Hitman: Contracts (Professional ILs) 0:23:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShinerCCC==&lt;br /&gt;
* [http://speeddemosarchive.com/Faxanadu.html Faxanadu (SS with deaths) 0:30:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sigma==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt.html Manhunt (with deaths) 1:36:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Silent echo==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (SS) 1:57]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (SS hard) 2:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sinister1==&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (with deaths) 0:11:22]&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (2 player with deaths) 0:12:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sir VG==&lt;br /&gt;
* [http://speeddemosarchive.com/AceCombat4.html/ Ace Combat 4: Shattered Skies 2:29:30]&lt;br /&gt;
* [http://speeddemosarchive.com/AceCombatZero.html Ace Combat Zero: The Belkan War 1:20:38]&lt;br /&gt;
* [http://speeddemosarchive.com/ActRaiser.html ActRaiser (SS with deaths) 1:07:06]&lt;br /&gt;
* [http://speeddemosarchive.com/ActRaiser.html ActRaiser (Professional mode with deaths) 0:27:43]&lt;br /&gt;
* [http://speeddemosarchive.com/AvatarGBA.html Avatar: The Last Airbender 1:05:09]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaChronicles.html Castlevania Chronicles (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaJudgment.html Castlevania Judgement (easy arcade mode as Trevor) 0:00:59.58]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (SS) 0:51:13]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoD.html Castlevania: Legacy of Darkness (SS as Henry) 0:17:37]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html Castlevania: Rondo of Blood (SS as Maria 0:23:31]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html Castlevania: Rondo of Blood 100% SS with deaths as Maria) 0:40:10]&lt;br /&gt;
* [http://speeddemosarchive.com/DawnOfMana.html Dawn of Mana (easy) 2:32:37]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyCrystalChroniclesTCC.html Final Fantasy Crystal Chronicles: The Crystal Bearers 4:12:55]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyNightmareInDreamLand.html Kirby: Nightmare in Dream Land (100% SS) 0:53:31]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyAmazingMirror.html Kirby &amp;amp; the Amazing Mirror (SS) 0:40:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Kirby3.html  Kirby's Dream Land 3 (100%) 1:36:23]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Dragon's Quest) 1:58]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Faerie's Quest) 2:20:09]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Jumi's Quest) 2:49:09]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan7.html Mega Man 7 (100% SS with deaths) 0:56:16]&lt;br /&gt;
&lt;br /&gt;
==Siyko==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (100% as Sorceress) 4:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==slade==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid.html Metal Gear Solid (EU SS Extreme) 1:59:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SleepersEye==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyDreamLand.html Kirby's Dream Land 0:12:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==slowbro==&lt;br /&gt;
* [http://speeddemosarchive.com/KatamariDamacy.html Katamari Damacy (SS) 0:30:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smilge==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate2.html Baldur's Gate II: Shadows of Amn 0:23:09]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate2ToB.html Baldur's Gate II: Throne of Bhaal 0:36:52]&lt;br /&gt;
* [http://speeddemosarchive.com/DragonAgeOrigins.html Dragon Age: Origins (easy) 0:35:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==smilingjack13==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22% SS) 1:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22% hard) 1:28]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==SMK==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemPoR.html Fire Emblem: Path of Radiance 2:30:01]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Snapdragon==&lt;br /&gt;
* [http://speeddemosarchive.com/KatamariDamacy.html Katamari Damacy (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sonic Warrior1==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solid Snake==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid.html Metal Gear Solid (Extreme) 1:54:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==soteos==&lt;br /&gt;
* [http://speeddemosarchive.com/Kirby64.html Kirby 64: The Crystal Shards (100% SS) 1:30:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spacedemonebu==&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianHeroes.html Guardian Heroes (SS Golden Silver path with Ginjirou) 0:32:47]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spider-Waffle==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (with scripts hard) 0:31:00]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course) 0:03:10]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (HLSP Bunny mod SS hard 1:00:33]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeOpposingForce.html Half-Life: Opposing Force (with scripts hard) 0:23:09]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid 0:18:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spidey-widey==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission 0:27:40]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (SS) 0:28:42]&lt;br /&gt;
&lt;br /&gt;
==spikevegeta==&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts.html Kingdom Hearts 5:49]&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts2.html Kingdom Hearts II (beginner) 4:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sshplur==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManLegends.html Mega Man Legends (SS easy) 0:42:52]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManLegends.html Mega Man Legends (SS normal) 0:57:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steve Bates==&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (SS) 0:28:17]&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (100% SS) 1:59:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stefan Mahrla==&lt;br /&gt;
* [http://speeddemosarchive.com/DiddyKongRacing.html Diddy Kong Racing (European version 100% SS) 2:37:24]&lt;br /&gt;
* [http://speeddemosarchive.com/DiddyKongRacing.html Diddy Kong Racing (European version NG+ SS) 2:21:44]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==sternn==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (100% Dante must die)]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (SS Dante must die as Legendary Dark Knight) 1:17:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==StrangenessDSS==&lt;br /&gt;
* [http://speeddemosarchive.com/BeyondGoodAndEvil.html Beyond Good and Evil (SS with deaths) 2:41:09] &lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stx-Vile==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (SS nightmare) 0:29:56]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalDoom.html Final Doom (TNT Ultra-violence) 0:55:34]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalDoom.html Final Doom (Plutonia Ultra-violence) 0:41:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suzaku==&lt;br /&gt;
* [http://speeddemosarchive.com/DisneysAladdinSNES.html Aladdin, Disney's 0:18:23]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongGB.html Donkey Kong GB 1:16:18]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManGB.html Mega Man: Dr. Wily's Revenge 0:21:02]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=T=&lt;br /&gt;
==Tagio==&lt;br /&gt;
* [http://speeddemosarchive.com/DeusEx2.html Deus Ex: Invisible War (realistic) 0:26:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Take-Chan==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (European Extreme Fox Hound Rank) 1:25:54]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (SS European Extreme Fox Hound Rank) 1:44:55]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (NG+ SS European Extreme Fox Hound Rank) 1:29:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tiago Teixeira==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tagh_azog==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom3.html Doom 3 1:09:37]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==[[User:Tigger77|Tigger77]]==&lt;br /&gt;
* [http://speeddemosarchive.com/SplinterCellChaosTheory.html#PCExpertIL Splinter Cell Chaos Theory   PC    IL       10/10       01:01:21] &lt;br /&gt;
* [http://speeddemosarchive.com/SplinterCellChaosTheory.html#Gamecube2playerIL Splinter Cell Chaos Theory GC 2-P.  IL 18/18  00:20:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tiki==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan3.html Mega Man 3 0:37:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan6.html Mega Man 6 (SS) 0:36:45]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX.html Mega Man X (low% SS) 0:33:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Quiet Man==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt2.html Manhunt 2 (Wii) 1:00:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TheVoid==&lt;br /&gt;
* [http://speeddemosarchive.com/AgeOfEmpires3.html Age of Empires III (easy) 1:31:52]&lt;br /&gt;
* [http://speeddemosarchive.com/AgeOfEmpires3TWC.html Age of Empires III The WarChiefs (easy)  1:57:39]&lt;br /&gt;
* [http://speeddemosarchive.com/Enclave.html Enclave (hard dark side) 0:20:22]&lt;br /&gt;
* [http://speeddemosarchive.com/MerryGearSolid.html Merry Gear Solid 0:02:18.14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thinkshooter==&lt;br /&gt;
* [http://speeddemosarchive.com/HiddenAndDangerous2.html Hidden &amp;amp; Dangerous 2 (Lone Wolf hard)  1:19:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thomas L. Mallory, Jr.==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania2.html Castlevania II: Simon's Quest (SS with deaths) 0:41:48]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAdventureRebirth.html Castlevania: The Adventure Rebirth (easy) 0:19:04]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Ceodore/Kain's tale) 1:09]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Edge's tale) 0:26]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Edward's tale) 0:25]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Lunarians' tale) 0:34]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Palom's tale) 0:38] &lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Porom's tale) 0:27]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Rydia's tale) 0:36] &lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Yang's tale) 0:30]&lt;br /&gt;
&lt;br /&gt;
==The Quiet Man==&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHeartsChainOfMemories.html Kingdom Hearts: Chain of Memories (SS as Riku) 1:29:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TJazZ==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioKartDD.html Mario Kart: Double Dash (150cc all cup tour) 0:29:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tjp7154==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry.html Donkey Kong Country 0:32]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tommy Montgomery==&lt;br /&gt;
* [http://speeddemosarchive.com/KidIcarus.html Kid Icarus 0:33:44]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tom Radovich==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan4.html Mega Man 4 (SS) 0:40:50]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trebor==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22%) 1:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trevor Seguin==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan.html Mega Man 0:23:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tranquilite==&lt;br /&gt;
* [http://speeddemosarchive.com/CommanderKeen.html Commander Keen (SS) 0:03:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trihex==&lt;br /&gt;
* [http://speeddemosarchive.com/CrashBandicoot2.html Crash Bandicoot 2: Cortex Strikes Back (100% with deaths) 1:39:59]&lt;br /&gt;
* [http://speeddemosarchive.com/CrashBandicoot3.html Crash Bandicoot 3: Warped (100% with deaths) 2:41:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=U=&lt;br /&gt;
==UchihaSasuke==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioKartWii.html Mario Kart Wii (SS 150cc hard) 1:07:09]&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UCpro==&lt;br /&gt;
* [http://speeddemosarchive.com/HomeAloneSNES.html Home Alone 0:12:54]&lt;br /&gt;
* [http://speeddemosarchive.com/LostWinds.html Lost Winds 0:18]&lt;br /&gt;
* [http://speeddemosarchive.com/LostWinds.html Lost Winds (SS) 0:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UltraJMan==&lt;br /&gt;
* [http://speeddemosarchive.com/LaMulana.html La-Mulana (SS) 2:27:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UraniumAnchor==&lt;br /&gt;
* [http://speeddemosarchive.com/BlasterMaster.html Blaster Master 0:42:27]&lt;br /&gt;
* [http://speeddemosarchive.com/BlasterMaster.html Blaster Master (with deaths) 0:36:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalStorm.html Metal Storm (SS) 0:12:44]&lt;br /&gt;
&lt;br /&gt;
=V=&lt;br /&gt;
==Vincent Catalaa==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (Multiplayer SS Ultra Violence) 0:22:27]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vugmer (vgmrsepitome)==&lt;br /&gt;
* [http://speeddemosarchive.com/FelixTheCat.html Felix the Cat]; 0:24:49; NES; September 5, 2007 &lt;br /&gt;
* [http://speeddemosarchive.com/NinjaGaiden2.html Ninja Gaiden II]; 0:11:21; NES; August 1, 2008&lt;br /&gt;
* [http://speeddemosarchive.com/KidNiki.html Kid Niki: Radical Ninja]; 0:11:39; NES; May 10, 2009&lt;br /&gt;
* [http://speeddemosarchive.com/RushnAttack.html Rush 'n Attack]; 0:09:41; NES; September 26, 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vykan12==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemRD.html Fire Emblem: Radiant Dawn (normal) 3:13:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=W=&lt;br /&gt;
==Wassup Dawgs==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidFusion.html Metroid Fusion (100% SS) 1:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizphix==&lt;br /&gt;
* [http://speeddemosarchive.com/DragonsLairNES.html Dragons Lair (nes European version) 0:06:56] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WMJ==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (PAL ILs) 0:30:13.011]&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (PAL Laps) 0:08:19.713]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=X=&lt;br /&gt;
==XeaL==&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (multiplayer) 0:26:52]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==xeen==&lt;br /&gt;
* [http://speeddemosarchive.com/Mafia.html Mafia (version 1.0) 3:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xelna==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xit Vono==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==xsite==&lt;br /&gt;
* [http://speeddemosarchive.com/Crysis.html Crysis (Delta) 0:42:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Y=&lt;br /&gt;
==Yoshmaster5==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemFnT.html Fire Emblem: Fuuin no Tsurugi 3:03:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Z=&lt;br /&gt;
==zallard1==&lt;br /&gt;
* [http://speeddemosarchive.com/DocLouisPunchOut.html Doc Louis's Punch-Out!! (SS) 0:02:14.11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZdadrDeM==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zebediah Danvers==&lt;br /&gt;
* [http://speeddemosarchive.com/DeadRising.html Dead Rising (SS overtime mode) 0:19:19]&lt;br /&gt;
* [http://speeddemosarchive.com/HydroThunder.html Hydro Thunder (ILs) 0:21:43.41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZenicReverie==&lt;br /&gt;
* [http://speeddemosarchive.com/JakAndDaxter.html Jak and Daxter: The Precursor Legacy (SS) 1:40:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zianchu==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 (SS) 0:16:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zhouy==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeOpposingForce.html Half-Life: Opposing Force (Boot Camp with scripts) 0:09:36] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZhouTai==&lt;br /&gt;
* [http://speeddemosarchive.com/Driver.html Driver: You are the Wheelman (playstation) 1:48:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zoonel==&lt;br /&gt;
* [http://speeddemosarchive.com/DungeonKeeper.html Dungeon Keeper 1:55:19]&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/List_of_runners</id>
		<title>List of runners</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/List_of_runners"/>
				<updated>2012-03-01T21:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* ridd3r */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:1.4em&amp;quot;&amp;gt;[[#A|A]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#B|B]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#C|C]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#D|D]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#E|E]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#F|F]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#G|G]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#H|H]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#I|I]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#J|J]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#K|K]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#L|L]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#M|M]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[#N|N]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#O|O]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#P|P]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Q|Q]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#R|R]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#S|S]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#T|T]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#U|U]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#V|V]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#W|W]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#X|X]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Y|Y]]&amp;amp;nbsp;|&amp;amp;nbsp;[[#Z|Z]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0-9=&lt;br /&gt;
==_sdfg==&lt;br /&gt;
* [http://speeddemosarchive.com/EarthBound.html EarthBound 4:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3nki==&lt;br /&gt;
* [http://speeddemosarchive.com/Fable.html Fable (SS) 1:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A=&lt;br /&gt;
==Adam Hegyi==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adam Williamson==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adnan Kauser==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (Tanker episode EU-Extreme difficulty) 0:10:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaDoS.html Castlevania: Dawn of Sorrow (NG+ hard with major skips) 0:04:09] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ajbolt89==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (hard) 0:34:00]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (Low%: hard 10%) 0:45:42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alex Eustis==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy5.html Final Fantasy V 3:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allantois==&lt;br /&gt;
* [http://speeddemosarchive.com/FAKK2.html Heavy Metal: F.A.K.K. 2 0:43:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alucard==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry4.html Devil May Cry 4 (SS) 1:38:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anders Johnsen==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==André Göhlsch==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt2.html Manhunt 2 (PS2 ILs) 0:51:10]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Andrewg (Andrew Gardikis)==&lt;br /&gt;
* [http://speeddemosarchive.com/Excitebike.html Excitebike - 4:08 (individual track total)]&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleMadness.html Marble Madness - 2:54]&lt;br /&gt;
* [http://speeddemosarchive.com/ProWrestling.html Pro Wrestling - 6:00 ]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario1.html Super Mario Bros. - 5:00 ]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario1.html Super Mario Bros Warpless - 19:40]&lt;br /&gt;
* [http://speeddemosarchive.com/Mario2.html Super Mario Bros. 2 - 9:15]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioLostLevels.html Super Mario Bros: The Lost Levels - 8:13]&lt;br /&gt;
* [http://speeddemosarchive.com/Werewolf.html Werewolf: The Last Warrior - 11:22]&lt;br /&gt;
* [http://speeddemosarchive.com/YoNoid.html Yo! Noid - 22:40]&lt;br /&gt;
&lt;br /&gt;
==Andrew Mills==&lt;br /&gt;
* [http://speeddemosarchive.com/CallOfDuty4.html#360Arcade Call of Duty 4: Modern Warfare (ILs Arcade mode) 1:55:53]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Andy Kempling==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Apathy==&lt;br /&gt;
* [http://speeddemosarchive.com/BloodRayne.html BloodRayne (easy) 1:19:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AquaTiger==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness (as Trevor) 1:43:35]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness (boss rush as Trevor) 0:11:59.05]&lt;br /&gt;
* [http://speeddemosarchive.com/JazzJackrabbit2.html Jazz Jackrabbit 2 (SS as Jazz) 0:32:21]&lt;br /&gt;
* [http://speeddemosarchive.com/JazzJackrabbit2.html Jazz Jackrabbit 2 (SS as Spaz) 0:30:00]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerBattle.html Mega Man: The Power Battle (ILs) 0:05:08.94]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManXCommandMission.html Mega Man X: Command Mission 4:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==arkarian==&lt;br /&gt;
* [http://speeddemosarchive.com/Myst.html Myst - 0:01:16 (best ending)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
* [http://speeddemosarchive.com/DynamiteHeaddy.html Dynamite Headdy 0:47:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==atomicJo==&lt;br /&gt;
* [http://speeddemosarchive.com/Drakan.html Drakan: Order of the Flame (medium) 0:57:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Axel Ryman|Axel Ryman]]==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoCross.html#NewGamePlus Chrono Cross - 5:58 (New Game+)]&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts2.html#BeginnerSS Kingdom Hearts 2 - 4:52:xx (Beginner Mode Single Segment)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=B=&lt;br /&gt;
==Bablo==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania.html Castlevania 0:12:21]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ballofsnow==&lt;br /&gt;
* [http://speeddemosarchive.com/GodOfWar.html God of War (God) 2:16:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antti &amp;quot;Baron Dante&amp;quot; Tuomisto==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bartendorsparky==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 Frigate escape) 0:04:30.05]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (100%) 2:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bartz==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==beenman500==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate.html Baldur's Gate (hard) 0:21:31]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateTotSC.html Baldur's Gate Tales: of the Sword Coast (SS normal) 0:18:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BioSpark==&lt;br /&gt;
*[http://speeddemosarchive.com/MetroidFusion.html#SS Metroid Fusion - 0:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlueGlass==&lt;br /&gt;
* [http://speeddemosarchive.com/Ecco.html Ecco the Dolphin (SS) 0:28:32]&lt;br /&gt;
* [http://speeddemosarchive.com/Ecco.html Ecco the Dolphin (ILs) 0:22:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bolton==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branam-Lefkove== &lt;br /&gt;
* [http://speeddemosarchive.com/BanjoTooie.html Banjo-Tooie (100% with deaths) 4:54:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brandon Sanford==&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brain Inwood==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brightstar==&lt;br /&gt;
* [http://speeddemosarchive.com/ArcTheLad.html Arc The Lad 3:15]&lt;br /&gt;
* [http://speeddemosarchive.com/HyperZone.html HyperZone 0:27:12]&lt;br /&gt;
&lt;br /&gt;
=C=&lt;br /&gt;
==Captain==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicPark2SNES.html Jurassic Park 2: The Chaos Continues (normal) 0:41:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CannibalK9==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto3.html Grand Theft Auto III (PC 100%) 7:37]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoSA.html Grand Theft Auto: San Andreas (PC) 6:09]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (PC SS) 1:52:59]&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (PC 100%) 9:00]&lt;br /&gt;
* [http://speeddemosarchive.com/Hitman.html Hitman: Codename 47 0:34:19]&lt;br /&gt;
* [http://speeddemosarchive.com/LittleBigAdventure2.html Little Big Adventure 2: Twinsen's Odyssey (with deaths) 1:21:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Carcinogen==&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvil.html Resident Evil (JPN Version 100% as Jill) 1:22:40]&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvil3.html Resident Evil 3: Nemesis (Hard) 1:20:42]&lt;br /&gt;
* [http://speeddemosarchive.com/ResidentEvilSurvivor.html Resident Evil: Survivor (Normal) 39:58]&lt;br /&gt;
* [http://speeddemosarchive.com/ZoneOfTheEnders.html Zone of the Enders (Normal Segmented) 33:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carosh==&lt;br /&gt;
* [http://speeddemosarchive.com/LegacyOfKainDefiance.html Legacy of Kain: Defiance 3:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==carlmmii==&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid2.html Metroid II: Return of Samus 0:59:49]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid2.html Metroid II: Return of Samus (100% SS) 1:09:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==chessjerk==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyTactics.html Final Fantasy Tactics 4:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==chillout==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as Predator) 0:23:47]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (as Corporate) 0:09:36] &lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (as Predator) 0:14:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chris Knight==&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid (beats both bosses) 0:24:06]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cody Miller==&lt;br /&gt;
* [http://speeddemosarchive.com/BatmanAndRobin.html The Adventures of Batman and Robin (with deaths) 0:51:29]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (SS Extreme) 1:37:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cremator==&lt;br /&gt;
* [http://speeddemosarchive.com/AlienShooterVengeance.html Alien Shooter: Vengeance (normal)0:32:19]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateDA.html Baldur's Gate: Dark Alliance (easy) 0:59:04]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan8.html Mega Man 8 (EU SS) 1:04:57]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2GB.html Mega Man II (SS) 0:20:07]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 0:10:12]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5  (100%) 0:34:12]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX7.html Mega Man X7 (EU low%) 0:56:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX8.html Mega Man X8 (PC SS) 1:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Croc-Doc==&lt;br /&gt;
* [http://speeddemosarchive.com/BackToTheFuture.html Back to the Future 0:17:11]&lt;br /&gt;
* [http://speeddemosarchive.com/ABoyAndHisBlob.html A Boy and His Blob (100%) 0:11:30]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong.html Donkey Kong 0:01:05]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongJr.html Donkey Kong JR. 0:01:28]&lt;br /&gt;
* [http://speeddemosarchive.com/LittleNemo.html Little Nemo: The Dream Master 0:27:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyberwrath==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (Riverside Race) 0:00:54.70]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cygnus==&lt;br /&gt;
* [http://speeddemosarchive.com/AgentUnderFire.html Agent Under Fire, James Bond 007 in 0:40:40]&lt;br /&gt;
&lt;br /&gt;
=D=&lt;br /&gt;
==Daniel Chamness==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (X collection version SS) 0:43:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel Enright==&lt;br /&gt;
* [http://speeddemosarchive.com/EyeOfTheBeholder.html Eye of the Beholder (snes SS) 0:17:04]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManBattleNetwork3.html Mega Man Battle Network 3 (blue version) 3:34]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel L. Henry==&lt;br /&gt;
* [http://speeddemosarchive.com/BatmanNES.html Batman (nes) (with deaths) 0:13:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Daniel Remar==&lt;br /&gt;
* [http://speeddemosarchive.com/Iji.html Iji (with deaths normal) 0:27:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==darkwasabi==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyX2.html Final Fantasy X-2 4:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Darkwing Duck==&lt;br /&gt;
* [http://speeddemosarchive.com/DragonWarrior3.html Dragon Warrior III 5:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dave Phaneuf==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==David Arnold==&lt;br /&gt;
* [http://speeddemosarchive.com/Fable.html Fable: The Lost Chapters (SS) 1:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==David Kim==&lt;br /&gt;
* [http://speeddemosarchive.com/Lufia.html Lufia &amp;amp; the Fortress of Doom 5:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Davis==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (SS hard) 0:51]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry3.html Donkey Kong Country 3: Dixie Kong's Double Trouble (100% hard) 1:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadstick==&lt;br /&gt;
* [http://speeddemosarchive.com/BraveFencerMusashi.html Brave Fencer Musashi 4:06] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deign==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4.html Final Fantasy IV 3:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dex==&lt;br /&gt;
* [http://speeddemosarchive.com/DeusEx.html Deus Ex (realistic) 0:43:20]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==dingusSJr==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania Aria of Sorrow (boss Rush) 0:01:21.38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==djcj==&lt;br /&gt;
* [http://speeddemosarchive.com/MedalOfHonorAA.html Medal of Honor: Allied Assult (easy) 1:15:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MedalOfHonorAA.html Medal of Honor: Allied Assult (training course) 0:02:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DJGrenola==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes 1:38]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (low% using secret worlds) 1:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DJ Mike Haggar==&lt;br /&gt;
* [http://speeddemosarchive.com/Battletoads.html Battletoads (100% with deaths) 0:34:17]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DK28==&lt;br /&gt;
* [http://speeddemosarchive.com/XMenMutantApocalypse.html X-Men: Mutant Apocalypse - 19:06]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperSmashBros.html Super Smash Bros 64 - 3:01 with deaths]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperSmashBros.html#veryeasydk Super Smash Bros 64 - 3:09 deathless] &lt;br /&gt;
* [http://speeddemosarchive.com/SuperMarioKart.html Super Mario Kart 150cc - 25'31&amp;quot;02]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania4.html Super Castlevania IV - 39:17]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperDodgeBall.html Super Dodge Ball - 6:46]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperPunchOut.html Super Punch Out!! - 3'24&amp;quot;97]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easynoitemsdeaths Contra III - 15:24 No items with deaths]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easynoitems Contra III - 16:11 No items deathless]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html#easy Contra III - 12:49 With items]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFight.html Final Fight One - 21:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DonG==&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (multiplayer) 0:26:52]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragondarch==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (hard) 0:36:12]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS NG+ hard) 0:19:57] &lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS hard as Julius) 0:08:44]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (SS 100% hard as Julius) 0:16:46]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCoD.html Castlevania: Curse of Darkness 2:21:02]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (100% SS) 1:50:19]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (SS as Joachim) 0:45:54] &lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (100% SS as Joachim) 1:22:15]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (boss rush) 0:13:05.05]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (boss rush as Joachim) 0:14:41.63]&lt;br /&gt;
* [http://speeddemosarchive.com/Crystalis.html Crystalis (SS) 1:09:06]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyMQ.html Final Fantasy Mystic Quest 2:44:20]&lt;br /&gt;
* [http://speeddemosarchive.com/Goonies2.html The Goonies II (SS) 0:17:33]&lt;br /&gt;
* [http://speeddemosarchive.com/Goonies2.html The Goonies II (100% SS) 0:24:08] &lt;br /&gt;
* [http://speeddemosarchive.com/Lufia2.html Lufia II: Rise of the Sinistrals  3:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioAndLuigi.html Mario &amp;amp; Luigi: Superstar Saga 3:26]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid (100%) 0:52:23]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidFusion.html Metroid Fusion (low%: 1% SS) 1:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (100% SS) 0:56:11]&lt;br /&gt;
&lt;br /&gt;
==DrRob==&lt;br /&gt;
* [http://speeddemosarchive.com/MasterOfOrion2.html Master of Orion II: Battle at Antares (SS small galaxy custom race easy) 0:00:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DSGamer3002==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrimeHunters.html Metroid Prime: Hunters 1:16:33]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrimeHunters.html Metroid Prime: Hunters (100%) 1:22:57]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dushine==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=E=&lt;br /&gt;
==Elliott Feiertag==&lt;br /&gt;
* [http://speeddemosarchive.com/ComixZone.html Comix Zone 0:17:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elpis TK31==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS hard with mission skips) 0:10:31]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS hard with deaths) 0:22:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS Ultimate mode) 0:09:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Emperor91==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (Magician-mode) 0:19:04]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (SS Fighter mode) 0:32:46]&lt;br /&gt;
&lt;br /&gt;
==Emptyeye==&lt;br /&gt;
* [http://speeddemosarchive.com/Astyanax.html Astyanax 0:20:39]&lt;br /&gt;
* [http://speeddemosarchive.com/ChuckRock.html Chuck Rock (snes) 0:11:55]&lt;br /&gt;
* [http://speeddemosarchive.com/MagicOfScheherazade.html Magic of Scheherazade, The  (SS) 1:20:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhasa==&lt;br /&gt;
* [http://speeddemosarchive.com/Ico.html Ico 1:45:25]&lt;br /&gt;
* [http://speeddemosarchive.com/Ico.html Ico (SS) 1:51:04]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==error1==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout3.html Fallout 3 0:30:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Essentia==&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html#Story Dr. Mario 64 (story mode, normal difficulty) 0:16:53]&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html#StoryHard Dr. Mario 64 (story mode, hard difficulty) 0:24:27]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy6.html Final Fantasy VI (SS) 4:48:xx]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy9.html Final Fantasy IX 8:32:xx]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy10.html Final Fantasy X (new game+) 10:25:xx]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evil_Guru==&lt;br /&gt;
* [http://speeddemosarchive.com/BattletoadsAndDoubleDragon.html Battletoads &amp;amp; Double Dragon (as Lee Brothers with deaths) 0:22:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ev0lution==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ewil==&lt;br /&gt;
* [http://speeddemosarchive.com/Driver.html Driver: You are the Wheelman (PC easy) 1:04:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ExplodingCabbage==&lt;br /&gt;
* [http://speeddemosarchive.com/HitmanBloodMoney.html Hitman: Blood Money (ILs) 0:22:44]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
 &lt;br /&gt;
=F=&lt;br /&gt;
==Farringa==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy7.html Final Fantasy VII (PC) 7:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fernito==&lt;br /&gt;
* [http://speeddemosarchive.com/DukeNukem3D.html Duke Nukem 3D (ILs) 0:20:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flip==&lt;br /&gt;
* [http://speeddemosarchive.com/WarioLand5.html Wario Land: Shake It 1:27:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FraGFroG==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (as Assassin) 0:58:52]&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (as Assassin with deaths) 0:58:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Frezy_man==&lt;br /&gt;
* [http://speeddemosarchive.com/RescueRangers.html Chip 'n Dale: Rescue Rangers (SS) 0:10:57]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra.html Contra 0:10:17]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra.html Contra (low%) 0:11:34]&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales2.html Duck Tales 2 (EU easy) 0:11:40]&lt;br /&gt;
* [http://speeddemosarchive.com/KungFu.html Kung Fu (game A) 0:03:54]&lt;br /&gt;
* [http://speeddemosarchive.com/LionKing.html Lion King, The (difficult) 0:16:53]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan4.html Mega Man 4 (EU SS) 0:50:48]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5.html Mega Man 5 (EU SS) 0:51:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX.html Mega Man X (100% SS) 0:39:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX2.html Mega Man X2 (SS) 0:36:29]&lt;br /&gt;
&lt;br /&gt;
=G=&lt;br /&gt;
==gia==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalWarriors.html Metal Warriors 0:22:21]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalWarriors.html Metal Warriors (ILs) 0:20:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gibbatizer==&lt;br /&gt;
* [http://speeddemosarchive.com/BanjoKazooie.html Banjo-Kazooie (100% SS) 2:40:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Giel Goertz==&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales.html Duck Tales (EU difficult) 0:08:14]&lt;br /&gt;
* [http://speeddemosarchive.com/DuckTales2.html Duck Tales 2 (EU 100% difficult) 0:19:16]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyAdventure.html Kirby's Adventure (EU SS with large skips) 0:41:40]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goggen==&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesEmperorsTomb.html Indiana Jones and the Emperor's Tomb (normal) 1:46:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==groobo==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo.html Diablo (as sorcerer) 0:03:12]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom3RoE.html Doom 3: Rescurrection of Evil (marine) 0:31:46]&lt;br /&gt;
* [http://speeddemosarchive.com/FEAR.html F.E.A.R. (low) 0:55:59]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeBlueShift.html Half-Life: Blue Shift (with scripts hard) 0:27:39]&lt;br /&gt;
* [http://speeddemosarchive.com/HeartOfDarkness.html Heart of Darkness (easy) 0:23:49]&lt;br /&gt;
* [http://speeddemosarchive.com/LegoStarWars.html Lego Star Wars: The Video Game (ILs) 0:53:46]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug4.html Metal Slug 4 (easy) 0:18:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlugX.html Metal Slug X (easy) 0:18:47]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=H=&lt;br /&gt;
==Half-Life 2 done Quick team==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife2.html Half-Life 2 1:36:57]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 2 Done Segmented team==&lt;br /&gt;
* [http://speeddemosarchive.com/Halo2.html Halo 2 (Legendary) 1:30:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hattori==&lt;br /&gt;
* [http://speeddemosarchive.com/FatalFrame3.html Fatal Frame 3: The Tormented (nightmare) 3:08:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Heidman|Heidman]]==&lt;br /&gt;
* [http://speeddemosarchive.com/SuperC.html (NES) Super C Any% 0:13:18]&lt;br /&gt;
* [http://speeddemosarchive.com/SuperDoubleDragon.html (SNES) Super Double Dragon - 0:42:03]&lt;br /&gt;
&lt;br /&gt;
==Hellfire7777777==&lt;br /&gt;
* [http://speeddemosarchive.com/Hulk16bit.html Incredible Hulk, The (hard) 0:19:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Henning Skogsto==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hikari==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (European Extreme Kerotan rank) 1:41:38]&lt;br /&gt;
&lt;br /&gt;
==hitman==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (Dead on Arrival) 0:49:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I=&lt;br /&gt;
==Ian Bennett==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2.html Metal Gear Solid 2: Sons of Liberty (Tanker episode 100% Dog tags Extreme difficulty) 0:18:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ian Sabourin==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Id==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout2.html Fallout 2 (SS) 0:17:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==iMacmatician==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==inichi==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger 3:34]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==InsipidMuckyWater==&lt;br /&gt;
* [http://speeddemosarchive.com/BeavisAndButtheadGen.html Beavis and Butthead (SS) 0:12:41]&lt;br /&gt;
* [http://speeddemosarchive.com/Condemned.html Condemned: Criminal Origins 1:56:25]&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkGen.html Jurassic Park (Gen SS as Raptor) 0:03:33]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IsraeliRD==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=J=&lt;br /&gt;
==jaegar369==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid2Substance.html Metal Gear Solid 2: Substance (ILs) 1:09:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==James Staff==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jeff Feasel==&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo.html  Adventures of Lolo 0:23:01]&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo2.html Adventures of Lolo 2  0:29:14]&lt;br /&gt;
* [http://speeddemosarchive.com/BionicCommando.html Bionic Commando 0:17:37]&lt;br /&gt;
* [http://speeddemosarchive.com/DeadlyTowers.html Deadly Towers (SS) 0:33:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Gauntlet.html Gauntlet (SS as Elf) 0:17:51]&lt;br /&gt;
* [http://speeddemosarchive.com/LegacyOfTheWizard.html Legacy of the Wizard (SS) 0:28:52]&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jim Hanson==&lt;br /&gt;
* [http://speeddemosarchive.com/FelixTheCat.html Felix the Cat 0:24:49]&lt;br /&gt;
* [http://speeddemosarchive.com/KidNiki.html Kid Niki: Radical Ninja 0:11:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joe Stanski==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaBloodlines.html Castlevania Bloodlines (SS expert as Eric Lecarde) 0:32:13]&lt;br /&gt;
* [http://speeddemosarchive.com/DarkCastle.html Dark Castle 0:01:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joe Wiewel==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong64.html Donkey Kong 64 (100% with deaths) 9:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==John De Sousa==&lt;br /&gt;
* [http://speeddemosarchive.com/GunstarSuperHeroes.html Gunstar Super Heroes (SS easy as Red) 0:18:51]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jonathan Rimmer==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Josh Styger==&lt;br /&gt;
* [http://speeddemosarchive.com/GIJoe.html G.I. Joe (SS) 0:21:29]&lt;br /&gt;
* [http://speeddemosarchive.com/GIJoeAF.html G.I. Joe: The Atlantis Factor (SS) 0:09:50]&lt;br /&gt;
* [http://speeddemosarchive.com/KickMaster.html Kick Master (SS) 0:13:37]&lt;br /&gt;
* [http://speeddemosarchive.com/LowGMan.html Low G Man: The Low Gravity Man (SS) 0:15:32]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5.html Mega Man 5 (SS) 0:44:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==jprophet22==&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (2 player with deaths) 0:12:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Julien Langer==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGateTotSC.html Baldur's Gate: Tales of the Sword Coast (normal) 0:14:36]&lt;br /&gt;
* [http://speeddemosarchive.com/IcewindDale.html Icewind Dale 0:32:57]&lt;br /&gt;
&lt;br /&gt;
=K=&lt;br /&gt;
==Kahless_GOA==&lt;br /&gt;
* [http://speeddemosarchive.com/Enclave.html Enclave (easy light side) 0:45:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kareshi==&lt;br /&gt;
* [http://speeddemosarchive.com/GhostsnGoblins.html Ghosts 'n Goblins 0:21:45]&lt;br /&gt;
* [http://speeddemosarchive.com/Jaws.html Jaws 0:03:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Karma Hunter==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolidTTS.html Metal Gear Solid: The Twin Snakes (extreme pefect game) 1:08:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KaThogh==&lt;br /&gt;
* [http://speeddemosarchive.com/LittleBigAdventure.html Little Big Adventure 1:19:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kegerius==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kibumbi==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as Alien) 0:13:44]&lt;br /&gt;
* [http://speeddemosarchive.com/Area51.html Area 51 1:19:19] &lt;br /&gt;
* [http://speeddemosarchive.com/Doom3.html Doom 3 (nightmare) 1:25:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KidPlayer44==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kinga Styger==&lt;br /&gt;
* [http://speeddemosarchive.com/LittleMermaidNES.html Little Mermaid, The 0:07:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==kip==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (low%: 22% hard) 3:37]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Knu==&lt;br /&gt;
* [http://speeddemosarchive.com/FarCry.html Far Cry 1:07:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Konnan==&lt;br /&gt;
* [http://speeddemosarchive.com/AlexKiddMiracleWorld.html Alex Kidd in Miracle World (European version) 0:17:33]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMouseLoI.html Mickey Mouse: Land of Illusion (EU) 0:36:24]&lt;br /&gt;
&lt;br /&gt;
==Kridly==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (100% hard) 0:58:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==KroKus==&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ktwo==&lt;br /&gt;
* [http://speeddemosarchive.com/AddamsFamilyNES.html The Addams Family (European version) 0:16:46]&lt;br /&gt;
* [http://speeddemosarchive.com/AddamsFamilyNES.html The Addams Family (European version) 0:15:11]&lt;br /&gt;
* [http://speeddemosarchive.com/CobraTriangle.html Cobra Triangle (European version) 0:12:18]&lt;br /&gt;
* [http://speeddemosarchive.com/JourneyToSilius.html Journey to Silius (European version) 0:13:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kyle Halversen==&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html Contra III: The Alien Wars (hard with death warps) 0:05:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=L=&lt;br /&gt;
==l2ebel==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto3.html Grand Theft Auto III (PC) 1:14:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lag.Com==&lt;br /&gt;
* [http://speeddemosarchive.com/Arcomage.html Arcomage (Destruction victory) 0:00:20]&lt;br /&gt;
* [http://speeddemosarchive.com/Arcomage.html Arcomage (Building victory) 0:00:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laszlo Seta==&lt;br /&gt;
* [http://speeddemosarchive.com/LostPlanet.html Lost Planet: Extreme Condition (ILs PC easy)0:41:35] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laszlo Vecsei==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==laughing_gas==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeBlueShift.html Half-Life: Blue Shift (hard) 0:32:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lightningx==&lt;br /&gt;
* [http://speeddemosarchive.com/DungeonSiege.html Dungeon Siege (easy) 2:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==linner==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LLCoolDave==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luc de Mestre==&lt;br /&gt;
* [http://speeddemosarchive.com/Hexen2.html Hexen II (easy) 0:27:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lucid Faia==&lt;br /&gt;
* [http://speeddemosarchive.com/DemonsCrest.html Demons Crest (SS) 0:12:24]&lt;br /&gt;
* [http://speeddemosarchive.com/DemonsCrest.html Demons Crest (100% SS) 0:50:59]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry.html Donkey Kong Country (100% SS) 0:44]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=M=&lt;br /&gt;
==Mad Andy==&lt;br /&gt;
* [http://speeddemosarchive.com/AmericanMcGeesAlice.html Alice, American McGee's (easy) 0:42:35]&lt;br /&gt;
* [http://speeddemosarchive.com/AmericanMcGeesAlice.html Alice, American McGee's (nightmare) 0:47:52]&lt;br /&gt;
* [http://speeddemosarchive.com/EternalDarkness.html Eternal Darkness 2:27:36]&lt;br /&gt;
* [http://speeddemosarchive.com/FurFighters.html Fur Fighters 3:01:58]&lt;br /&gt;
* [http://speeddemosarchive.com/MDK2.html MDK2 (PC easy) 1:24:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manocheese==&lt;br /&gt;
* [http://speeddemosarchive.com/ZeldaOcarinaOfTime.html The Legend of Zelda: Ocarina of Time 2:26:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Rayman2.html Rayman 2: The Great Escape (N64, SS) 2:17:25]&lt;br /&gt;
* [http://speeddemosarchive.com/Rayman2.html Rayman 2: The Great Escape (N64) ILs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==marshmallow== &lt;br /&gt;
* [http://speeddemosarchive.com/BodyHarvest.html Body Harvest 2:22:49]&lt;br /&gt;
* [http://speeddemosarchive.com/Bomberman64.html Bomberman 64 (with deaths) 1:34]&lt;br /&gt;
* [http://speeddemosarchive.com/BombermanHero.html Bomberman Hero 1:07:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ChameleonTwist.html Chameleon Twist (100% SS) 0:43:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger (100%) 6:31] &lt;br /&gt;
* [http://speeddemosarchive.com/ChronoTrigger.html Chrono Trigger (NG+) 0:07:50]&lt;br /&gt;
* [http://speeddemosarchive.com/CounterStrikeConditionZero.html Counter-Strike Condition Zero (ILs) 1:44:18]&lt;br /&gt;
* [http://speeddemosarchive.com/JetForceGemini.html Jet Force Gemini (SS) 3:21]&lt;br /&gt;
* [http://speeddemosarchive.com/LuigisMansion.html Luigi's Mansion 1:33:53]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MAS8705==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as fire man) 0:26:07.69]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Master 88==&lt;br /&gt;
* [http://speeddemosarchive.com/BionicCommando.html Bionic Commando (100%) 0:26:57]&lt;br /&gt;
* [http://speeddemosarchive.com/WizardsAndWarriors2.html Ironsword: Wizards &amp;amp; Warriors 2 (with deaths and glitches) 0:10:56]&lt;br /&gt;
* [http://speeddemosarchive.com/Jackal.html Jackal (low% with deaths) 0:08:54]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGear.html Metal Gear (SS with deaths) 0:28:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Master ZED== &lt;br /&gt;
* [http://speeddemosarchive.com/BatmanArkhamAsylum.html Batman Arkham Asylum (SS easy) 2:07:40] &lt;br /&gt;
* [http://speeddemosarchive.com/DotHackInfection.html .hack//Infection 2:28:14]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan9.html Mega Man 9 (SS) 0:21:37] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MatrixTN==&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Sion) 0:19]&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Volt) 0:19]&lt;br /&gt;
* [http://speeddemosarchive.com/TheBouncer.html The Bouncer (SS as Kou) 0:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MegaDestructor9==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan3.html Mega Man 3 (Anniversary Collection) 0:32:29] &lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan9.html Mega Man 9 (ILs) 0:20:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Megatherium==&lt;br /&gt;
* [http://speeddemosarchive.com/JetGrindRadio.html Jet Grind Radio (SS) 1:03:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==messenger==&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (SS Edge's tale) 0:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mickey Mage==&lt;br /&gt;
* [http://speeddemosarchive.com/BonksAdventureGB.html Bonks Adventure GB 0:18:53]&lt;br /&gt;
* [http://speeddemosarchive.com/JoeAndMac.html Joe and Mac (SNES with deaths easy) 0:23:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMouseMQ.html Magical Quest Starring Mickey Mouse, The (hard) 0:16:56]&lt;br /&gt;
* [http://speeddemosarchive.com/MickeyMania.html Mickey Mania (SNES hard) 0:21:54]&lt;br /&gt;
&lt;br /&gt;
==Mike89==&lt;br /&gt;
* [http://speeddemosarchive.com/BanjoTooie.html Banjo-Tooie (with Cheato's cheats SS) 0:53:18]&lt;br /&gt;
* [http://speeddemosarchive.com/PokemonCrystal.html Pokemon Crystal SS 3:52]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic1GG.html Sonic 1 Master System 0:11:08]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic3Knuckles.html#SSSonic Sonic 3 &amp;amp; Knuckles (Sonic) 0:49:37]&lt;br /&gt;
* [http://speeddemosarchive.com/Sonic3Knuckles.html#SSKnuckles Sonic 3 &amp;amp; Knuckles (Knuckles) 0:36:55]&lt;br /&gt;
* [http://speeddemosarchive.com/Vectorman.html Vectorman 0:10:24]&lt;br /&gt;
* [http://speeddemosarchive.com/Vectorman2.html Vectorman 2 0:11:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mike Uyama==&lt;br /&gt;
* [http://speeddemosarchive.com/CastleCrashers.html Castle Crashers 1:14:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Contra3.html Contra III: The Alien Wars (hard) 0:14:59]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (chase Joe, surrender path as Browny) 0:16:43]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (chase Joe, fight path as Browny) 0:17:31]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (lab, surrender path as Browny) 0:19:27]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (lab, fight path as Browny) 0:22:00]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraHardCorps.html Contra: Hard Corps (secret ending path as Browny) 0:05:40]&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (S-rank) 0:38:01]&lt;br /&gt;
* [http://speeddemosarchive.com/GunstarHeroes.html Gunstar Heroes (expert) 0:41:15]&lt;br /&gt;
* [http://speeddemosarchive.com/JLHFlash.html Justice League Heroes: The Flash (SS Justice mode) 0:27:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (SS) 0:44:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (100% SS) 0:52:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX3.html Mega Man X3 (low% SS) 0:47:40]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX4.html Mega Man X4 (100% SS as X) 0:49:13]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX4.html Mega Man X4 (100% SS as Zero) 0:47:31]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero.html Mega Man Zero (SS S-rank)  0:34:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManZero2.html Mega Man Zero 2 (SS) 0:31:51]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug.html Metal Slug (mvs mode) 0:16:47]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug3.html Metal Slug 3 (hard) 0:33:19]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug4.html Metal Slug 4 (hard) 0:23:18]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlug5.html Metal SLug 5 (hard)  0:25:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mimir==&lt;br /&gt;
* [http://speeddemosarchive.com/Fallout.html Fallout (SS) 0:09:19]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mirko Brown==&lt;br /&gt;
* [http://speeddemosarchive.com/BioShock.html BioShock (with deaths) 1:04:20]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mister Shin==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL) 1:09]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL SS with OoB) 1:16]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Low%: 22%) 1:26]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Low%: 22% SS) 2:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mkt2015==&lt;br /&gt;
* [http://speeddemosarchive.com/HarryPotterCoS.html Harry Potter and the Chamber of Secrets (PC) 1:09:54]&lt;br /&gt;
* [http://speeddemosarchive.com/HarryPotterSS.html Harry Potter and the Sorcerer's Stone 2:06:04]&lt;br /&gt;
* [http://speeddemosarchive.com/Jak2.html Jak II (Hero) 4:42]&lt;br /&gt;
* [http://speeddemosarchive.com/SoulReaver.html Legacy of Kain: Soul Reaver (SS) 3:16]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==moka==&lt;br /&gt;
* [http://speeddemosarchive.com/InfiniteUndiscovery.html Infinite Undiscovery (SS easy) 2:41:33]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Molotov==&lt;br /&gt;
* [http://speeddemosarchive.com/ChronoCross.html Chrono Cross 6:42:11]&lt;br /&gt;
* [http://speeddemosarchive.com/Clue.html Clue 0:00:03]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (normal) 0:58:27]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (SS normal as Super Dante) 0:49:35]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblem.html Fire Emblem (as Lyn &amp;amp; Eliwood) 2:32:50]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemPoR.html Fire Emblem: Path of Radiance (hard) 2:44:13]&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemTSS.html Fire Emblem: The Sacred Stones (Eirika's route normal) 1:37:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==monban==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry4.html Devil May Cry 4 (Devil Hunter) 1:12:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==mongoanytime==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAutoVC.html Grand Theft Auto: Vice City (console) 2:02:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==moooh==&lt;br /&gt;
* [http://speeddemosarchive.com/DisneysAladdinGenesis.html Aladdin, Disney's (Practice, EU) 0:16:35]&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkGen.html Jurassic Park (SS as Grant on Hard, EU) 0:12:04]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MPzoid==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00) 1:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00) 1:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 hard) 1:15]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100%) 1:24]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100% SS) 1:29]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 100% hard) 1:37]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL SS) 1:17]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL 100% SS) 1:39]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL Frigate escape) 0:04:25.40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MrBlarney==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbySuperStar.html Kirby Super Star (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MrMonkeyMan==&lt;br /&gt;
* [http://speeddemosarchive.com/AlienSoldier.html Alien Soldier (Super easy) 0:10:31]&lt;br /&gt;
* [http://speeddemosarchive.com/AlienSoldier.html Alien Soldier (Super hard) 0:12:40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='muumu' (むうむ)==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=N=&lt;br /&gt;
==nate==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Colonial Marine)0:36:28]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Predator)0:19:52] &lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (as Alien) 0:06:34]&lt;br /&gt;
* [http://speeddemosarchive.com/AVP.html Alien vs. Predator  (SS as Alien with deaths)0:08:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nathaniel Stalberg==&lt;br /&gt;
* [http://speeddemosarchive.com/EscapeVelocityNova.html Escape Velocity Nova (pirate storyline) 0:14:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nego==&lt;br /&gt;
* [http://speeddemosarchive.com/CallOfDuty4.html Call of Duty 4: Modern Warfare (PC version regular difficulty) 1:38:59]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Neo-tze==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalSlugX.html Metal Slug X (ILs) 0:13:51.46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==neskamikaze==&lt;br /&gt;
* [http://speeddemosarchive.com/DrMario64.html Dr. Mario 64 (Classic Mode with deaths) - 0:37:02]&lt;br /&gt;
* [http://speeddemosarchive.com/MarioParty.html Mario Party (Mini-Game Island) - 0:45:45]&lt;br /&gt;
* [http://speeddemosarchive.com/ChameleonTwist.html Chameleon Twist (SS) 0:11:54]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ninetigerr==&lt;br /&gt;
* [http://speeddemosarchive.com/JadeEmpire.html Jade Empire 2:35:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NoiseCrash==&lt;br /&gt;
* [http://speeddemosarchive.com/PaperMario.html Paper Mario 3:38]&lt;br /&gt;
* [http://speeddemosarchive.com/MysticalNinjaStarringGoemon.html#100p Mystical Ninja Starring Goemon (100%) 2:47:01]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nokia3311==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normand==&lt;br /&gt;
* [http://speeddemosarchive.com/ConkersBadFurDay.html Conkers Bad Fur Day (100% SS with deaths) 1:37:59]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nudel==&lt;br /&gt;
* [http://speeddemosarchive.com/Hitman2.html Hitman 2: Silent Assasin 0:39:10]&lt;br /&gt;
&lt;br /&gt;
=O=&lt;br /&gt;
==ocelot==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oskar Angelmark==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2.html Aliens vs. Predator 2 (as marine hardcore) 0:36:09]&lt;br /&gt;
* [http://speeddemosarchive.com/BloodOmen2.html Legacy of Kain: Blood Omen 2 4:05]&lt;br /&gt;
&lt;br /&gt;
==Ounaya==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry2.html Donkey Kong Country 2: Diddy's Kong Quest (snes version 100%) 1:31]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=P=&lt;br /&gt;
==Panter==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paraxade==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime3.html Metroid Prime 3: Corruption 2:09]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pendrokar==&lt;br /&gt;
* [http://speeddemosarchive.com/Morrowind.html Elder Scrolls III: Morrowind, The (SS) 0:04:19]&lt;br /&gt;
* [http://speeddemosarchive.com/GiantsCitizenKabuto.html Giants: Citizen Kabuto 1:21:35]&lt;br /&gt;
* [http://speeddemosarchive.com/JaggedAlliance2.html Jagged Alliance 2 (expert) 0:06:44]&lt;br /&gt;
* [http://speeddemosarchive.com/MechWarrior3.html MechWarrior 3 (high) 0:42:53]&lt;br /&gt;
* [http://speeddemosarchive.com/MechWarrior4Mercenaries.html MechWarrior 4: Mercenaries (recruit) 1:06:42]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Persona==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaChronicles.html Castlevania Chronicles (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Petrie911==&lt;br /&gt;
* [http://speeddemosarchive.com/Bugdom.html Bugdom (SS) 0:08:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pif de Mestre==&lt;br /&gt;
* [http://speeddemosarchive.com/Hexen2.html Hexen II (easy) 0:27:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==pirate109==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (PAL 100%) 1:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Philip Brodier==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Poon78==&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianHeroes.html Guardian Heroes (SS Golden Silver path with Nicole) 0:26:17]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pootrain==&lt;br /&gt;
* [http://speeddemosarchive.com/SuperStarWars.html Super Star Wars (easy) 30:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preddy==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan5GB.html Mega Man V 0:47:15]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psychochild==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry3.html Devil May Cry 3 (hard as Vergil) 1:40:07]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry3.html Devil May Cry 3 (turbo mode Heaven or Hell as Super Dante with deaths) 1:03:03]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry2.html Donkey Kong Country 2: Diddy's Kong Quest (gba version hard) 0:56]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psyrell==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (SS as Richter) 0:07:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Q=&lt;br /&gt;
==quadrazid==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts) 0:02:45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=R=&lt;br /&gt;
==Radek Pecka==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (Multiplayer SS Ultra Violence) 0:22:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Radix==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaCotM.html Castlevania: Circle of the Moon (Fighter-mode) 0:31:14]&lt;br /&gt;
* [http://speeddemosarchive.com/LuigisMansion.html Luigi's Mansion (Hidden Mansion 100% SS 1:36:13]&lt;br /&gt;
&lt;br /&gt;
==rayv3x==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts) 0:02:45]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course HLSP Bunny mod with scripts SS) 0:02:54]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reinhardt==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania64.html Castlevania 64 (SS as Reinhardt) 1:04:15] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==rdrunner==&lt;br /&gt;
* [http://speeddemosarchive.com/BayouBilly.html The Adventures of Bayou Billy 0:24:28]&lt;br /&gt;
* [http://speeddemosarchive.com/Lolo3.html Adventures of Lolo 3 (with deaths) 1:23:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlequest.html Castlequest (with deaths) 0:20:26]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (without a partner) 0:32:57]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Alucard) 0:29:47]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Grant) 0:34:21]&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania3.html Castlevania III: Dracula's Curse (with Syfa) 0:32:55] &lt;br /&gt;
* [http://speeddemosarchive.com/Cybernoid.html Cybernoid: The Fighting Machine (easy) 0:06:23]&lt;br /&gt;
* [http://speeddemosarchive.com/Cybernoid.html Cybernoid: The Fighting Machine (lethal) 0:06:47]&lt;br /&gt;
* [http://speeddemosarchive.com/DeathValleyRally.html Death Valley Rally, Road Runner's   0:25:51]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKong64.html Donkey Kong 64 (SS with deaths) 4:26]&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianLegend.html Guardian Legend, The (SS) 1:03:12]&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesLastCrusade.html Indiana Jones and the Last Crusade 0:03:35]&lt;br /&gt;
* [http://speeddemosarchive.com/IndianaJonesTempleOfDoom.html Indiana Jones and the Temple of Doom 0:05:13]&lt;br /&gt;
* [http://speeddemosarchive.com/WizardsAndWarriors2.html Ironsword: Wizards &amp;amp; Warriors 2 (with deaths) 0:13:01]&lt;br /&gt;
* [http://speeddemosarchive.com/LoneRanger.html The Lone Ranger (SS) 0:57:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ridd3r==&lt;br /&gt;
* [http://speeddemosarchive.com/GrapplingHook.html Grappling Hook (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (SS, Dead on Arrival) 1:01:08]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (Dead on Arrival) 42:41)&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne.html Max Payne (New York Minute) 0:25:34]&lt;br /&gt;
* [http://speeddemosarchive.com/WorldOfGoo.html World of Goo (SS, no level skips) 0:53:41]&lt;br /&gt;
&lt;br /&gt;
==RingRush==&lt;br /&gt;
* [http://speeddemosarchive.com/BatenKaitosOrigins.html Baten Kaitos: Origins 7:59:50]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==romscout==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (XBLA SS) 0:32:57]&lt;br /&gt;
&lt;br /&gt;
=S=&lt;br /&gt;
==Sanitars==&lt;br /&gt;
* [http://speeddemosarchive.com/DinkSmallwood.html Dink Smallwood 0:49:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sarou==&lt;br /&gt;
* [http://speeddemosarchive.com/AVP2PH.html Aliens vs. Predator 2: Primal Hunt (SS as Predalien) 0:05:43]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAoS.html Castlevania: Aria of Sorrow (boss rush as Julius) 0:03:28.63]&lt;br /&gt;
* [http://speeddemosarchive.com/Gun.html Gun 1:18:46]&lt;br /&gt;
* [http://speeddemosarchive.com/MaxPayne2.html Max Payne 2: The Fall of Max Payne (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Satoryu==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaSotN.html Castlevania: Symphony of the Night (SS) 0:34:34]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaDraculaXChronicles.html Castlevania: The Dracula X Chronicles (SS good ending with deaths) 0:17:44] &lt;br /&gt;
* [http://speeddemosarchive.com/MegaManMaverickHunterX.html Mega Man Maverick Hunter X (100%) 0:37:01]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as mega man) 0:22:20.48]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPoweredUp.html Mega Man Powered Up (SS good ending as proto man) 0:24:07.67]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 (all 8 bosses beaten) 0:25:03]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX6.html Mega Man X6 (all 8 bosses beaten) 0:23:14]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX8.html Mega Man X8 (100%) 1:29]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==saxman52==&lt;br /&gt;
* [http://speeddemosarchive.com/DieHardNakatomi.html Die Hard: Nakatomi Plaza 0:48:08]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==scaryice==&lt;br /&gt;
* [http://speeddemosarchive.com/LunarSilverStar.html Lunar: The Silver Star (SS) 3:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCM==&lt;br /&gt;
* [http://speeddemosarchive.com/GrandTheftAuto4.html Grand Theft Auto IV 4:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SD2==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioTennisPowerTour.html Mario Tennis: Power Tour (SS singles as Clay easy) 1:14:55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sedlo==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serial Gamer==&lt;br /&gt;
* [http://speeddemosarchive.com/Left4Dead.html Left 4 Dead (ILs) 0:45:27]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serris==&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaOoE.html Castlevania: Order of Ecclesia (normal) 0:57:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seth Glass==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2.html Mega Man 2 (SS) 0:29:28]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan2.html Mega Man 2 (SS with zip glitches) 0:27:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow-Hunter==&lt;br /&gt;
*[http://speeddemosarchive.com/Castlevania64.html Castlevania 64 (SS as Carrie) 1:05:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadowknife==&lt;br /&gt;
* [http://speeddemosarchive.com/Battletoads.html Battletoads (with deaths) 0:19:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==shenminiu==&lt;br /&gt;
* [http://speeddemosarchive.com/GodOfWar2.html God of War 2 (Titan) 3:07:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shido==&lt;br /&gt;
* [http://speeddemosarchive.com/HitmanContracts.html Hitman: Contracts (Professional ILs) 0:23:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShinerCCC==&lt;br /&gt;
* [http://speeddemosarchive.com/Faxanadu.html Faxanadu (SS with deaths) 0:30:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sigma==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt.html Manhunt (with deaths) 1:36:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Silent echo==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (SS) 1:57]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime2.html Metroid Prime 2: Echoes (SS hard) 2:24]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sinister1==&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (with deaths) 0:11:22]&lt;br /&gt;
* [http://speeddemosarchive.com/DoubleDragon2.html Double Dragon II: The Revenge (2 player with deaths) 0:12:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sir VG==&lt;br /&gt;
* [http://speeddemosarchive.com/AceCombat4.html/ Ace Combat 4: Shattered Skies 2:29:30]&lt;br /&gt;
* [http://speeddemosarchive.com/AceCombatZero.html Ace Combat Zero: The Belkan War 1:20:38]&lt;br /&gt;
* [http://speeddemosarchive.com/ActRaiser.html ActRaiser (SS with deaths) 1:07:06]&lt;br /&gt;
* [http://speeddemosarchive.com/ActRaiser.html ActRaiser (Professional mode with deaths) 0:27:43]&lt;br /&gt;
* [http://speeddemosarchive.com/AvatarGBA.html Avatar: The Last Airbender 1:05:09]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaChronicles.html Castlevania Chronicles (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaJudgment.html Castlevania Judgement (easy arcade mode as Trevor) 0:00:59.58]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoI.html Castlevania: Lament of Innocence (SS) 0:51:13]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaLoD.html Castlevania: Legacy of Darkness (SS as Henry) 0:17:37]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html Castlevania: Rondo of Blood (SS as Maria 0:23:31]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html Castlevania: Rondo of Blood 100% SS with deaths as Maria) 0:40:10]&lt;br /&gt;
* [http://speeddemosarchive.com/DawnOfMana.html Dawn of Mana (easy) 2:32:37]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasyCrystalChroniclesTCC.html Final Fantasy Crystal Chronicles: The Crystal Bearers 4:12:55]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyNightmareInDreamLand.html Kirby: Nightmare in Dream Land (100% SS) 0:53:31]&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyAmazingMirror.html Kirby &amp;amp; the Amazing Mirror (SS) 0:40:34]&lt;br /&gt;
* [http://speeddemosarchive.com/Kirby3.html  Kirby's Dream Land 3 (100%) 1:36:23]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Dragon's Quest) 1:58]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Faerie's Quest) 2:20:09]&lt;br /&gt;
* [http://speeddemosarchive.com/LegendOfMana.html Legend of Mana (Jumi's Quest) 2:49:09]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan7.html Mega Man 7 (100% SS with deaths) 0:56:16]&lt;br /&gt;
&lt;br /&gt;
==Siyko==&lt;br /&gt;
* [http://speeddemosarchive.com/Diablo2LoD.html Diablo II: Lord of Destruction (100% as Sorceress) 4:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==slade==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid.html Metal Gear Solid (EU SS Extreme) 1:59:46]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SleepersEye==&lt;br /&gt;
* [http://speeddemosarchive.com/KirbyDreamLand.html Kirby's Dream Land 0:12:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==slowbro==&lt;br /&gt;
* [http://speeddemosarchive.com/KatamariDamacy.html Katamari Damacy (SS) 0:30:26]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smilge==&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate2.html Baldur's Gate II: Shadows of Amn 0:23:09]&lt;br /&gt;
* [http://speeddemosarchive.com/BaldursGate2ToB.html Baldur's Gate II: Throne of Bhaal 0:36:52]&lt;br /&gt;
* [http://speeddemosarchive.com/DragonAgeOrigins.html Dragon Age: Origins (easy) 0:35:30]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==smilingjack13==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22% SS) 1:41]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22% hard) 1:28]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==SMK==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemPoR.html Fire Emblem: Path of Radiance 2:30:01]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Snapdragon==&lt;br /&gt;
* [http://speeddemosarchive.com/KatamariDamacy.html Katamari Damacy (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sonic Warrior1==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solid Snake==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid.html Metal Gear Solid (Extreme) 1:54:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==soteos==&lt;br /&gt;
* [http://speeddemosarchive.com/Kirby64.html Kirby 64: The Crystal Shards (100% SS) 1:30:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spacedemonebu==&lt;br /&gt;
* [http://speeddemosarchive.com/GuardianHeroes.html Guardian Heroes (SS Golden Silver path with Ginjirou) 0:32:47]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spider-Waffle==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (with scripts hard) 0:31:00]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (Hazard course) 0:03:10]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLife.html Half-Life (HLSP Bunny mod SS hard 1:00:33]&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeOpposingForce.html Half-Life: Opposing Force (with scripts hard) 0:23:09]&lt;br /&gt;
* [http://speeddemosarchive.com/Metroid.html Metroid 0:18:35]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spidey-widey==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission 0:27:40]&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidZeroMission.html Metroid Zero Mission (SS) 0:28:42]&lt;br /&gt;
&lt;br /&gt;
==spikevegeta==&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts.html Kingdom Hearts 5:49]&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHearts2.html Kingdom Hearts II (beginner) 4:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==sshplur==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManLegends.html Mega Man Legends (SS easy) 0:42:52]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManLegends.html Mega Man Legends (SS normal) 0:57:02]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steve Bates==&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (SS) 0:28:17]&lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (100% SS) 1:59:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stefan Mahrla==&lt;br /&gt;
* [http://speeddemosarchive.com/DiddyKongRacing.html Diddy Kong Racing (European version 100% SS) 2:37:24]&lt;br /&gt;
* [http://speeddemosarchive.com/DiddyKongRacing.html Diddy Kong Racing (European version NG+ SS) 2:21:44]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==sternn==&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (100% Dante must die)]&lt;br /&gt;
* [http://speeddemosarchive.com/DevilMayCry.html Devil May Cry (SS Dante must die as Legendary Dark Knight) 1:17:43]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==StrangenessDSS==&lt;br /&gt;
* [http://speeddemosarchive.com/BeyondGoodAndEvil.html Beyond Good and Evil (SS with deaths) 2:41:09] &lt;br /&gt;
* [http://speeddemosarchive.com/BlastCorps.html Blast Corps (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==stx-Vile==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (SS nightmare) 0:29:56]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalDoom.html Final Doom (TNT Ultra-violence) 0:55:34]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalDoom.html Final Doom (Plutonia Ultra-violence) 0:41:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suzaku==&lt;br /&gt;
* [http://speeddemosarchive.com/DisneysAladdinSNES.html Aladdin, Disney's 0:18:23]&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongGB.html Donkey Kong GB 1:16:18]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManGB.html Mega Man: Dr. Wily's Revenge 0:21:02]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManPowerFighters.html Mega Man 2: The Power Fighters (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=T=&lt;br /&gt;
==Tagio==&lt;br /&gt;
* [http://speeddemosarchive.com/DeusEx2.html Deus Ex: Invisible War (realistic) 0:26:49]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Take-Chan==&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (European Extreme Fox Hound Rank) 1:25:54]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (SS European Extreme Fox Hound Rank) 1:44:55]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalGearSolid3.html Metal Gear Solid 3: Snake Eater (NG+ SS European Extreme Fox Hound Rank) 1:29:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tiago Teixeira==&lt;br /&gt;
* [http://speeddemosarchive.com/GanbareNatsukiSan.html Ganbare Natsuki-san (ILs)] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tagh_azog==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom3.html Doom 3 1:09:37]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==[[User:Tigger77|Tigger77]]==&lt;br /&gt;
* [http://speeddemosarchive.com/SplinterCellChaosTheory.html#PCExpertIL Splinter Cell Chaos Theory   PC    IL       10/10       01:01:21] &lt;br /&gt;
* [http://speeddemosarchive.com/SplinterCellChaosTheory.html#Gamecube2playerIL Splinter Cell Chaos Theory GC 2-P.  IL 18/18  00:20:23]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tiki==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan3.html Mega Man 3 0:37:06]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan6.html Mega Man 6 (SS) 0:36:45]&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX.html Mega Man X (low% SS) 0:33:48]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Quiet Man==&lt;br /&gt;
* [http://speeddemosarchive.com/Manhunt2.html Manhunt 2 (Wii) 1:00:39]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TheVoid==&lt;br /&gt;
* [http://speeddemosarchive.com/AgeOfEmpires3.html Age of Empires III (easy) 1:31:52]&lt;br /&gt;
* [http://speeddemosarchive.com/AgeOfEmpires3TWC.html Age of Empires III The WarChiefs (easy)  1:57:39]&lt;br /&gt;
* [http://speeddemosarchive.com/Enclave.html Enclave (hard dark side) 0:20:22]&lt;br /&gt;
* [http://speeddemosarchive.com/MerryGearSolid.html Merry Gear Solid 0:02:18.14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thinkshooter==&lt;br /&gt;
* [http://speeddemosarchive.com/HiddenAndDangerous2.html Hidden &amp;amp; Dangerous 2 (Lone Wolf hard)  1:19:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thomas L. Mallory, Jr.==&lt;br /&gt;
* [http://speeddemosarchive.com/Castlevania2.html Castlevania II: Simon's Quest (SS with deaths) 0:41:48]&lt;br /&gt;
* [http://speeddemosarchive.com/CastlevaniaAdventureRebirth.html Castlevania: The Adventure Rebirth (easy) 0:19:04]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Ceodore/Kain's tale) 1:09]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Edge's tale) 0:26]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Edward's tale) 0:25]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Lunarians' tale) 0:34]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Palom's tale) 0:38] &lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Porom's tale) 0:27]&lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Rydia's tale) 0:36] &lt;br /&gt;
* [http://speeddemosarchive.com/FinalFantasy4TAY.html Fianl Fantasy IV: The After Years (Yang's tale) 0:30]&lt;br /&gt;
&lt;br /&gt;
==The Quiet Man==&lt;br /&gt;
* [http://speeddemosarchive.com/KingdomHeartsChainOfMemories.html Kingdom Hearts: Chain of Memories (SS as Riku) 1:29:05]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TJazZ==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioKartDD.html Mario Kart: Double Dash (150cc all cup tour) 0:29:07]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==tjp7154==&lt;br /&gt;
* [http://speeddemosarchive.com/DonkeyKongCountry.html Donkey Kong Country 0:32]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tommy Montgomery==&lt;br /&gt;
* [http://speeddemosarchive.com/KidIcarus.html Kid Icarus 0:33:44]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tom Radovich==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan4.html Mega Man 4 (SS) 0:40:50]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trebor==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidPrime.html Metroid Prime (0-00 low%: 22%) 1:18]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trevor Seguin==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaMan.html Mega Man 0:23:58]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tranquilite==&lt;br /&gt;
* [http://speeddemosarchive.com/CommanderKeen.html Commander Keen (SS) 0:03:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==trihex==&lt;br /&gt;
* [http://speeddemosarchive.com/CrashBandicoot2.html Crash Bandicoot 2: Cortex Strikes Back (100% with deaths) 1:39:59]&lt;br /&gt;
* [http://speeddemosarchive.com/CrashBandicoot3.html Crash Bandicoot 3: Warped (100% with deaths) 2:41:28]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=U=&lt;br /&gt;
==UchihaSasuke==&lt;br /&gt;
* [http://speeddemosarchive.com/MarioKartWii.html Mario Kart Wii (SS 150cc hard) 1:07:09]&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (NTSC ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UCpro==&lt;br /&gt;
* [http://speeddemosarchive.com/HomeAloneSNES.html Home Alone 0:12:54]&lt;br /&gt;
* [http://speeddemosarchive.com/LostWinds.html Lost Winds 0:18]&lt;br /&gt;
* [http://speeddemosarchive.com/LostWinds.html Lost Winds (SS) 0:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UltraJMan==&lt;br /&gt;
* [http://speeddemosarchive.com/LaMulana.html La-Mulana (SS) 2:27:12]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UraniumAnchor==&lt;br /&gt;
* [http://speeddemosarchive.com/BlasterMaster.html Blaster Master 0:42:27]&lt;br /&gt;
* [http://speeddemosarchive.com/BlasterMaster.html Blaster Master (with deaths) 0:36:59]&lt;br /&gt;
* [http://speeddemosarchive.com/MetalStorm.html Metal Storm (SS) 0:12:44]&lt;br /&gt;
&lt;br /&gt;
=V=&lt;br /&gt;
==Vincent Catalaa==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (Multiplayer SS Ultra Violence) 0:22:27]&lt;br /&gt;
* [http://speeddemosarchive.com/Doom2.html Doom II (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vugmer (vgmrsepitome)==&lt;br /&gt;
* [http://speeddemosarchive.com/FelixTheCat.html Felix the Cat]; 0:24:49; NES; September 5, 2007 &lt;br /&gt;
* [http://speeddemosarchive.com/NinjaGaiden2.html Ninja Gaiden II]; 0:11:21; NES; August 1, 2008&lt;br /&gt;
* [http://speeddemosarchive.com/KidNiki.html Kid Niki: Radical Ninja]; 0:11:39; NES; May 10, 2009&lt;br /&gt;
* [http://speeddemosarchive.com/RushnAttack.html Rush 'n Attack]; 0:09:41; NES; September 26, 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vykan12==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemRD.html Fire Emblem: Radiant Dawn (normal) 3:13:38]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=W=&lt;br /&gt;
==Wassup Dawgs==&lt;br /&gt;
* [http://speeddemosarchive.com/MetroidFusion.html Metroid Fusion (100% SS) 1:13]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizphix==&lt;br /&gt;
* [http://speeddemosarchive.com/DragonsLairNES.html Dragons Lair (nes European version) 0:06:56] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WMJ==&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (PAL ILs) 0:30:13.011]&lt;br /&gt;
* [http://speeddemosarchive.com/FZeroX.html F-Zero X (PAL Laps) 0:08:19.713]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=X=&lt;br /&gt;
==XeaL==&lt;br /&gt;
* [http://speeddemosarchive.com/ContraShatteredSoldier.html Contra: Shattered Soldier (multiplayer) 0:26:52]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==xeen==&lt;br /&gt;
* [http://speeddemosarchive.com/Mafia.html Mafia (version 1.0) 3:41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xelna==&lt;br /&gt;
* [http://speeddemosarchive.com/MarbleBlastGold.html Marble Blast Gold (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xit Vono==&lt;br /&gt;
* [http://speeddemosarchive.com/Doom.html Doom (ILs)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==xsite==&lt;br /&gt;
* [http://speeddemosarchive.com/Crysis.html Crysis (Delta) 0:42:14]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Y=&lt;br /&gt;
==Yoshmaster5==&lt;br /&gt;
* [http://speeddemosarchive.com/FireEmblemFnT.html Fire Emblem: Fuuin no Tsurugi 3:03:25]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Z=&lt;br /&gt;
==zallard1==&lt;br /&gt;
* [http://speeddemosarchive.com/DocLouisPunchOut.html Doc Louis's Punch-Out!! (SS) 0:02:14.11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZdadrDeM==&lt;br /&gt;
* [http://speeddemosarchive.com/JurassicParkSNES.html Jurassic Park (SNES EU) 1:02:36]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zebediah Danvers==&lt;br /&gt;
* [http://speeddemosarchive.com/DeadRising.html Dead Rising (SS overtime mode) 0:19:19]&lt;br /&gt;
* [http://speeddemosarchive.com/HydroThunder.html Hydro Thunder (ILs) 0:21:43.41]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZenicReverie==&lt;br /&gt;
* [http://speeddemosarchive.com/JakAndDaxter.html Jak and Daxter: The Precursor Legacy (SS) 1:40:11]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zianchu==&lt;br /&gt;
* [http://speeddemosarchive.com/MegaManX5.html Mega Man X5 (SS) 0:16:00]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zhouy==&lt;br /&gt;
* [http://speeddemosarchive.com/HalfLifeOpposingForce.html Half-Life: Opposing Force (Boot Camp with scripts) 0:09:36] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ZhouTai==&lt;br /&gt;
* [http://speeddemosarchive.com/Driver.html Driver: You are the Wheelman (playstation) 1:48:22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==zoonel==&lt;br /&gt;
* [http://speeddemosarchive.com/DungeonKeeper.html Dungeon Keeper 1:55:19]&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2012-01-14T10:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Jam/Misfire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Every time a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
Quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frame 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The 42:41 segmented DoA run included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 103&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The following shows what was done for the 42:41 segmented DoA run:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 minus the number of black frames after loading as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 minus the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2012-01-14T10:19:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Equip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Every time a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
Quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frame 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The 42:41 segmented DoA run included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 103&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The following shows what was done for the 42:41 segmented DoA run:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 minus the number of black frames after loading as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 minus the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2012-01-14T10:18:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - Double Select */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Every time a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
Quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frame 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The 42:41 segmented DoA run included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 103&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The following shows what was done for the 42:41 segmented DoA run:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 minus the number of black frames after loading as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 minus the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' Many People&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2012-01-14T10:17:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Equip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Every time a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
Quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frame 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The 42:41 segmented DoA run included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 103&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The following shows what was done for the 42:41 segmented DoA run:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 minus the number of black frames after loading as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 minus the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' Many&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' Many People&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2012-01-14T10:17:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - Double Select */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Every time a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
Quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frame 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The 42:41 segmented DoA run included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 103&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The following shows what was done for the 42:41 segmented DoA run:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 minus the number of black frames after loading as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 minus the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' Many&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-10-22T09:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Every time a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
Quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frame 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The 42:41 segmented DoA run included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 103&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The following shows what was done for the 42:41 segmented DoA run:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 minus the number of black frames after loading as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 minus the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-08-18T23:29:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Complex Cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Everytime the a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frames 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The segmented DoA run done by ridd3r included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 101&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 102&lt;br /&gt;
&lt;br /&gt;
Range#3/Frame#5: 103&lt;br /&gt;
&lt;br /&gt;
Range#3/Frame#6: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then x black frames before fade-in after reloading the save. The time for the save is The following shows what was done for the 44:31 segmented DoA run by ridd3r:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 14 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 4 is normal. It's important to include all frames after loading the save, therefore have 14 - the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, though 2 is normal. It's important to include all frames after loading the save, therefore have 12 - the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-08-18T22:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Complex Cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Everytime the a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frames 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The segmented DoA run done by ridd3r included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 101&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 102&lt;br /&gt;
&lt;br /&gt;
Range#3/Frame#5: 103&lt;br /&gt;
&lt;br /&gt;
Range#3/Frame#6: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were analysed. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. However, save glitching itself varies and sometimes the save sound is inaudible. Therefore, using concrete results, a universal standard has to be applied to all three cases (all three are save glitches of a comic strip, thus the same as far as the game engine is concerned). The general rule is 10 black frames until the save occurs and then 2 black frames before fade-in after reloading the save. The time for the save is The following shows what was done for the 44:31 segmented DoA run by ridd3r:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, as the save glitch position can vary. It's important to include all frames after loading the save, therefore have 12 - the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
A total of 12 totally black frames. Note that upon reloading the save, there can be varying amounts of black frames, as the save glitch position can vary. It's important to include all frames after loading the save, therefore have 12 - the number of black frames after loading, as the number of black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
A total of 10 totally black frames. There are no black frames after loading, therefore just have 10 black frames after fade-out.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-08-18T18:55:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Quick Saves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Everytime the a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frames 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The segmented DoA run done by ridd3r included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#3: 101&lt;br /&gt;
&lt;br /&gt;
Range#2/Frame#4: 102&lt;br /&gt;
&lt;br /&gt;
Range#3/Frame#5: 103&lt;br /&gt;
&lt;br /&gt;
Range#3/Frame#6: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were established. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. The following shows what was done for the 44:31 segmented DoA run by ridd3r:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
Edit out all the save lag which is visible, then there should be a total of 14 completely back frames before fade in. There are 5 completely black frames when you reload after successfully save glitching, thus you should include the first 9 black frames from the 1st segment and the 5 black frames from the start of the 2nd segment.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
Again editing out all visible lag before the screen goes black and then there should be 12 totally black frames before fade in. There are 2 black frames when you reload after a successful save glitch, therefore include 10 black frames from segment 2 and then the first 2 black frames from segment 3.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
After fadeout there should be 9 black frames before fade in and 3 frames of the slightly faded cutscene. There aren't any black frames when you reload after save glitching.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-08-18T18:53:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
When it comes to editing runs which focus on best real time, i.e all but New York Minute runs, then the following is important to note:&lt;br /&gt;
&lt;br /&gt;
===Quick Saves===&lt;br /&gt;
&lt;br /&gt;
Everytime the a quick save is performed, the game lags for a few frames (seems to vary from 1-5, but usually 2). It's unclear what determines the amount of lag, but PC performance plays a part, therefore the lag should be edited out. Note that Max Payne will never lose frames, if it encounters a problem with available memory or processing speed then the game will freeze for a few frames (though audio can continue as normal).&lt;br /&gt;
&lt;br /&gt;
A typical quick save will be as follows:&lt;br /&gt;
quick save on frame 100, frames 101-102 will be frozen on frame 100, movement continues at frame 103. The game saved will appear in the bottom right hand corner on frames 105. Where the game saved appears is exactly the frames that you will be respawned at when you quick load. The segmented DoA run done by ridd3r included both the game saved frame and the starting frame, so essentially a repeat frame. The reason for this is you have to get to a save to continue from it, so it should be A-B B-C C-D, not A-B-C-D. This was not done in the 25:34 NYM run, but there the in-game timer is used and this is not an issue.&lt;br /&gt;
&lt;br /&gt;
It is likely that frames 103-104 occur under the cover of the loading screen, with visible gameplay starting at frame 105. Therefore, to edit the video continuously, the following should be done for the above example (as it would look in the SDA editing program Anri-chan):&lt;br /&gt;
&lt;br /&gt;
Range#1/Frame#1: 0&lt;br /&gt;
Range#1/Frame#2: 100&lt;br /&gt;
Range#2/Frame#3: 101&lt;br /&gt;
Range#2/Frame#4: 102&lt;br /&gt;
Range#3/Frame#5: 103&lt;br /&gt;
Range#3/Frame#6: 105&lt;br /&gt;
&lt;br /&gt;
===Complex Cutscenes===&lt;br /&gt;
&lt;br /&gt;
There are 3 cutscenes in the game where it is not clear exactly where the game is being saved if a save glitch is performed. Through a combination of logic and analysing the audio track in Sony Vegas, the positions of the saves were established. A quick save makes a sound and so you can pin point the frame it was done and work out the correct editing from there. The following shows what was done for the 44:31 segmented DoA run by ridd3r:&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 1 (up to the first comic strip):&lt;br /&gt;
Edit out all the save lag which is visible, then there should be a total of 14 completely back frames before fade in. There are 5 completely black frames when you reload after successfully save glitching, thus you should include the first 9 black frames from the 1st segment and the 5 black frames from the start of the 2nd segment.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 1 - Segment 2 (up to the boss fight comic strip):&lt;br /&gt;
Again editing out all visible lag before the screen goes black and then there should be 12 totally black frames before fade in. There are 2 black frames when you reload after a successful save glitch, therefore include 10 black frames from segment 2 and then the first 2 black frames from segment 3.&lt;br /&gt;
&lt;br /&gt;
Part II, Chapter 5 - Segment 2 (up to Punchinello's room):&lt;br /&gt;
After fadeout there should be 9 black frames before fade in and 3 frames of the slightly faded cutscene. There aren't any black frames when you reload after save glitching.&lt;br /&gt;
&lt;br /&gt;
For the following it's clear where the save is taking place, though save lag affects the fadeout and so the following should apply:&lt;br /&gt;
&lt;br /&gt;
Part III, Prologue - Segment 1 (up to the first cutscene):&lt;br /&gt;
After fadeout there should be 11 black frames before fade in and from there it's clear where the relevant game saved pops up.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-08-16T17:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== Editing ==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-08-04T23:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Sequential Save Glitch ===&lt;br /&gt;
&lt;br /&gt;
If the camera angle changes during a cutscene, as opposed to just showing the same thing, then it's possible to save glitch multiple times. By save glitching the &amp;quot;new angle&amp;quot; you then gain control in that cutscene and the camera will focus on Max. This has very limited use in Speedrunning, but a good example is the first series of cutscenes in the first prologue. By save glitching all 4 camera angles, you can save some time as you have control in the last part of the cutscene. &lt;br /&gt;
&lt;br /&gt;
==== Results of Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
==== End of Level Save Glitching ====&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:38:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Real Time Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS:&lt;br /&gt;
&lt;br /&gt;
''Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram'' - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
''m4 and Jackhammer'' - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
''Sniper rifle'' - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:37:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Real Time Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS.&lt;br /&gt;
&lt;br /&gt;
Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
&lt;br /&gt;
m4 and Jackhammer - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
&lt;br /&gt;
Sniper rifle - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Real Time Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS.&lt;br /&gt;
&lt;br /&gt;
Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
m4 and Jackhammer - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
Sniper rifle - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:37:01Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Real Time Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS.&lt;br /&gt;
&lt;br /&gt;
 Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
 m4 and Jackhammer - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
 Sniper rifle - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Real Time Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS.&lt;br /&gt;
&lt;br /&gt;
  Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
  m4 and Jackhammer - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
  Sniper rifle - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Real Time Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should usually be avoided as much as possible. The following is a summary of the comparison of fire rates in bullet time vs real time and was tested at 30FPS.&lt;br /&gt;
&lt;br /&gt;
Berettas, Deagle, Shotgun (pump &amp;amp; sawn-off), Ingram - Shots fired in bullet time are significantly slower than real time firing.&lt;br /&gt;
m4 and Jackhammer - First 2 bullets are faster fired in bullet time, subsequent bullets are 1-3 frames slower.&lt;br /&gt;
Sniper rifle - First 2 shots are 3 frames slower when fired in bullet time, subsequent shots are 5 frames slower.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:31:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
=== Single-Segment Runs ===&lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:26:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Results of Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. Killing any enemies out of bounds doesn't result in any less enemies when the cutscene ends. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:25:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Results of Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. Killing these enemies doesn't result in any less enemies when the cutscene ends. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:24:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Possible Results of Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. Killing these enemies does result in any less enemies when the cutscene ends. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:24:33Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Possible Results of Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Possible Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. Killing these enemies does result in any less enemies when the cutscene ends. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T19:24:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Save Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== Possible Results of Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
The following is a list of what can happen:&lt;br /&gt;
&lt;br /&gt;
''Ability to move in the cutscene'' - This is the most common one, usually occurs when save glitching a cutscene that is triggered by reaching a trigger point (NOT a door). Also occurs when save glitching a &amp;quot;kill cutscene&amp;quot;, a 5s cutscene triggered when you kill certain enemies. In some cases your position will be reset when the cutscene ends, but a lot of time it's not. Whether or not the camera will focus on you depends on whether the cutscene camera changes perspective at all. Thus you will always be able to see what you're doing at the very start of the cutscene, but as the cutscene progresses the camera will often shift view.&lt;br /&gt;
&lt;br /&gt;
''In Level Out of Bounds'' - This refers to when Max is placed off the map, usually between walls and sometimes with untriggered enemies present. Killing these enemies does result in any less enemies when the cutscene ends. This usually occurs when you save glitch a cutscene that is triggered by reaching a door AND there's no comic strip before the cutscene starts. Sometimes you will be able to move around (e.g. p3c6), other times you will be frozen (e.g. p1c2). In both cases your position is reset after the out of bounds scene. &lt;br /&gt;
&lt;br /&gt;
''Out of Level Out of Bounds'' - This refers to when Max ends up in the loading screen. It can occur when save glitching a cutscene that is triggered by reaching a door AND there is a comic strip before the cutscene starts (e.g. p2c1).  &lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T18:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* End of Level Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all behave as expected except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T18:58:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* End of Level Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending - Result 1. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch the opening cutscene and move around - Result 2, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all follow the expected ending except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T18:56:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* End of Level Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch that cutscene and move around, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all follow the expected ending except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels (Result 1 - Level doesn't end, Result 2 - Save carries over to the start of the next level, allowing the opening cutscene to be save glitched)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T18:54:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch that cutscene and move around, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
Currently (8th July 2011) not all the levels have been tested, however the levels can be categorised as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ending Type 1.&lt;br /&gt;
| pro1, p1c2*, p1c4, p1c8, pro2*, p2c5, pro3, p3c2, p3c3, p3c4, p3c8*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ending Type 2.&lt;br /&gt;
| p1c1*, p1c3, p1c5, p1c6, p2c1, p2c2, p2c3, p2c4, p3c1, p3c5, p3c6, p3c7*&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ending Type 3.&lt;br /&gt;
| p1c7*, p1c9*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels marked * have been tested. So far they all follow the expected ending except for pro2, where the level does end and the quick save carries over to the next level. Therefore, the following table lists all tested levels and the resulting behaviour of save glitching:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Levels&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 1 - Level doesn't end&lt;br /&gt;
| p1c2, p1c7, p1c9, p3c8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Result 2 - Save carries over to the start of the next level, allowing the opening cutscene to be save glitched&lt;br /&gt;
| p1c1, pro2, p3c7  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T18:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* End of Level Save Glitching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch that cutscene and move around, but your position will be reset anyway. In NYM mode the timer will not be displayed, however the game is still tracking the time.&lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-07-08T18:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
=== End of Level Save Glitching ===&lt;br /&gt;
&lt;br /&gt;
There hasn't been any use found for save glitching at the end of levels, however there are some strange occurances worth noting. There are basically three types of ending to levels:&lt;br /&gt;
&lt;br /&gt;
'''1. A cutscene ending'''&lt;br /&gt;
e.g. p1c2, save glitching results in stopping the level from ending. In p1c2 you can roam around outside the subway indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''2. A fadeout'''&lt;br /&gt;
e.g. p1c1, the save ends up at the start of the next level, allowing you to save glitch that cutscene and move around, but your position will be reset anyway. &lt;br /&gt;
&lt;br /&gt;
'''3. A boss fight'''&lt;br /&gt;
e.g. p1c9, the result is the same as with 1., so the level just won't end.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-23T20:30:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Save Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene. This video will explain it further -&amp;gt; http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-23T20:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Save Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
See this video for further explanation and examples of use:&lt;br /&gt;
http://www.youtube.com/watch?v=fh1PXbqDQ34&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-19T13:55:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Compatible Super Jumping Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-19T13:54:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Compatible Super Jumping Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:220px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-19T13:54:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Compatible Super Jumping Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:225px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-19T13:54:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Compatible Super Jumping Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:250px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-19T13:54:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Compatible Super Jumping Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-19T13:53:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Compatible Super Jumping Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;75&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sawed-off Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawed-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Tricks/Glitches to avoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:13:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Jam/Misfire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Jam/Misfire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Equip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and Deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Equip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. There is no known way to avoid this, just be aware.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and Deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:11:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Equip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it, sometimes the menu is simply cancelled instead. No way to avoid this, just be aware.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and Deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:11:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Equip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then try and equip it to super jump, or just because you want that weapon, sometimes the menu is simply cancelled instead. No way to avoid this, just be aware.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and Deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:10:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - No Select */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Equip ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then say try and equip it to super jump, or just because you want that weapon, sometimes the menu is simply cancelled instead. No way to avoid this, just be aware.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and Deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Max_Payne</id>
		<title>Max Payne</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Max_Payne"/>
				<updated>2011-06-18T11:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ridd3r: /* Weapon Selection - Double Select */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:PlayStation 2]]&lt;br /&gt;
[[Category:Xbox]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/MaxPayne.html}}&lt;br /&gt;
&lt;br /&gt;
= Important Notes for Speedrunners =&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
1. The game resets your ammo and health at the start of the following levels:&lt;br /&gt;
* Part I, Chapter 1&lt;br /&gt;
* Part II, Prologue&lt;br /&gt;
* Part II, Chapter 1 (you are assigned about 2/3rds health)&lt;br /&gt;
* Part III, Prologue&lt;br /&gt;
* Part III, Chapter 1&lt;br /&gt;
* Part III, Chapter 7&lt;br /&gt;
&lt;br /&gt;
2. It is recommended that the game be played at 30fps. Anything lower is pushing it a bit quality wise; also playing at 25fps, enemies start to be a bit slower. For example, at the start of p1c7 the first two enemies are slower at chasing you down. Playing at 30fps has enemy behaviour consistent with 60fps or above, but it also allows the super jump to be done with a decent level of consistency.&lt;br /&gt;
&lt;br /&gt;
3. Activating bullet time does not alter time based events, the game seems to rely on the in-game timer for them. An example is you can cause the end of a level to fade out quicker if you use bullet time, but the timer runs right up until the start of the loading screen for the next level so you would just spend longer in the black to make up for it.&lt;br /&gt;
&lt;br /&gt;
== New York Minute Mode ==&lt;br /&gt;
&lt;br /&gt;
* Rolling is the fastest method of travel in New York Minute Mode and should be used at all opportunities. Though, for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* The game does record 100ths of a second for all the level times even though it only shows the time to the nearest second at the start of each level. So each level should be played to the nearest 1/100th of a second, not the nearest second.&lt;br /&gt;
&lt;br /&gt;
* There is one glitch that is banned. The first time the game loads up a level, the timer will be about 0.2s above what it should be and it will pause for about 16 frames. Playing on 30fps means you can gain about 0.5s because of this. Doing this effectively neutralises the save penalty meaning you could make a run of infinite segments paying no price for it (except having to restart the game for every attempt!). Clearly this can't be allowed so in order to avoid this you simply do a quick reload (so two reloads in total) of the save and then the timer will match up fine.&lt;br /&gt;
&lt;br /&gt;
== Real Time Runs ==&lt;br /&gt;
&lt;br /&gt;
* Running is the fastest method of travel in real time. Strafing, either side to side or diagonally is exactly the same as running forwards. Running backwards or rolling is slower, as is jumping. Therefore, it's often quicker to run around an object than to jump over it. Though for going up stairs it's often quicker to super jump.&lt;br /&gt;
&lt;br /&gt;
* Any run done for best real time should take into account that quick saves cause the game to lag. However, since this lag can depend on you PC, it should be removed from timing. This effectively means that if you are trying to activate a save glitch, you can spam save and you will only pay the price of the 1 save for the save penalty, not the lag caused by quick saving. The lag can either be edited out or counted out when the run is timed.&lt;br /&gt;
&lt;br /&gt;
* Guns in general fire slower in bullet time, so bullet time should be avoided as much as possible. However, The Jackhammer and m4 fire very slightly quicker for the first 2 shots in bullet time (though this is still at the cost of slower movement), after the first 2 shots they will start firing slightly slower than in real time like all of the other guns.&lt;br /&gt;
	&lt;br /&gt;
* The Dead Man Walking glitch is not a separate category as it can only be done in one place and does not last past part 1.&lt;br /&gt;
&lt;br /&gt;
== Single-Segment Runs == &lt;br /&gt;
&lt;br /&gt;
* Since the games autosaves at the start of every level, you can start attempts using the prologue 1 autosave, there is no need to have to view the opening cutscene every time. This was approved since there is no arbitrariness about where gameplay and timing starts.&lt;br /&gt;
&lt;br /&gt;
= Useful Tricks/Glitches =&lt;br /&gt;
== Rolling ==&lt;br /&gt;
'''Discovered by:''' Many people, but full effectiveness was realised by Shido.&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The games enemies are not well equipped to deal with a rolling target and so this can be abused in places. Additionally, in New York Minute mode it is quicker to roll than run. &lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Rolling is a form of bullet time movement, similar to diving. Therefore, time moves slightly slower. Rolling is one of Max's basic moves.&lt;br /&gt;
&lt;br /&gt;
== Super Jump ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to jump 2-3 times normal jump height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' C_jump() commands stack, so the jump animation is being triggered twice (very quickly, because of the weapon switch), effectively doubling or tripling the jump height. In order to perform the glitch, select a weapon from the gun menu (default press 1-6), then select the weapon (default mouse 1) and a fraction of a second later press jump. &lt;br /&gt;
&lt;br /&gt;
''NOTE: See section below (Compatible Super Jumping Weapons) when choosing which weapons to switch between.'' &lt;br /&gt;
&lt;br /&gt;
In order to get the timing down, use a metronome set to 180bmp to time the gap between choosing a weapon and pressing jump. It helps to be running the game at 30fps (with FRAPS for example) as this is a frame perfect trick, though it can be done at any fps rate. For further explanation of how to perform the trick see this video -&amp;gt; http://www.youtube.com/watch?v=MuH3gfvnhPk.&lt;br /&gt;
&lt;br /&gt;
=== Compatible Super Jumping Weapons ===&lt;br /&gt;
All the weapons are split up into two categories. If you try and switch between weapons in the same category, you won't be able to super jump. For example, if you have the Desert Eagle equipped and try to switch to the Sawn-off, you won't super jump. Below is a table showing which weapons belongs to which category:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:200px; height:200px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Weapon Categories&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;50&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Category&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Baseball Bat&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Lead Pipe&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Beretta&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Berettas&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Desert Eagle&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Pump-action Shotgun&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Jackhammer&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Ingram&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Dual Ingrams&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| m4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Grenade&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Molotov Cocktail&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| M79&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Sniper Rifle&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put another way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:centre; width:800px; height:100px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 ! width=&amp;quot;700&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Weapons&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 1&lt;br /&gt;
| Baseball Bat, Pump-action Shotgun, Jackhammer, m4, M79, Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Category 2&lt;br /&gt;
| Lead Pipe, Beretta, Dual Berettas, Desert Eagle, Sawn-off Shotgun, Ingram, Dual Ingrams, Grenade, Molotov Cocktail&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Switch between anything in category 1 and anything in category 2 and as long as the timing is right, you'll super jump.&lt;br /&gt;
&lt;br /&gt;
== Save Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Maintain full control of Max during cutscenes.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
If you save the frame before a cutscene kicks in, then reload, you have control during cutscenes. If save is spammed just before the cutscene kicks in, a save can be done almost every frame making this a good method to guarantee the save glitch is activated. Due to the various types of cutscene there are all sorts of different results from using this glitch, such as being stuck out of bounds for a portion of, or all of the cutscene.&lt;br /&gt;
&lt;br /&gt;
== No Fire Damage ==&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to pass through fire at certain points.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
A lot of the flames in the game are just special effects and so don't harm you if you know where to go. As the fire builds up though, it will start to burn you.&lt;br /&gt;
&lt;br /&gt;
== Fall Cancelling ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No falling animation upon landing from a significant height.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' &lt;br /&gt;
When Max falls from above a certain height, there is a landing animation. It is often possible to cancel the landing animation if you spam jump as landing occurs and continue holding strafe so that you land in a roll. Normally it requires an almost individual approach each time and seems to be frame perfect, making it very difficult to do.&lt;br /&gt;
&lt;br /&gt;
== Quick Roll ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a very fast roll as a cutscene fades out.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' This can only be done after a cutscene is triggered showing you a slow-mo view of the deaths of certain enemies you kill or after a scripted slow-mo sequence. If you roll immediately after the cutscene, as the game is transitioning from bullet time to real time, the roll is performed as if no bullet time were in effect. In other words, this shows how fast you are actually moving from enemies and the games perspective (real time) when rolling is normally done (in bullet time).&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Travel into/through walls, floors and ceilings.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Generally access to out of bounds is done with the super jump, though it can work with anything that gives you significantly greater than normal momentum. Simply super jumping underneath a door frame can work (very rarely though). However, if you manage to get into a wall you will die instantly due to the way the physics works. A noticeable example of being able to do the trick without dying is part 3, chapter 6; it is possible to glitch through the floor by jumping into the corner of the staircase before the room with the falling pillar. Another example is in p1c5, you can jump on the travelling canister which propells you through or into the wall opposite, killing you on impact. This is shown in this video -&amp;gt; http://www.youtube.com/watch?v=iTEfQxffEWg&lt;br /&gt;
&lt;br /&gt;
== Shotgun Rapid Fire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ability to fire multiple pump-action shotgun shots in very quick succession.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Execution:''' Equipped with the pump-action shotgun, if you fire while falling off an obstacle (e.g. a desk) two or more shots will be fired in very quick succession. It is possible to fire at least three shots using this method, depending on the terrain. This has limited use, but a good example is at the start of p1c3 - you can jump on the chair in front of where you start and kill both mini-bosses with two quick shots.&lt;br /&gt;
&lt;br /&gt;
== Dead Man Walking ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Enemies don't shoot at you as long as the glitch is active.&lt;br /&gt;
&lt;br /&gt;
'''Explanation:''' It is thought that the glitch is activated by a deathline passing through you in a cutscene. A deathline is an invisible trigger than prevents you from getting too far ahead of scripted events (if you try to get past too early, you are instantly killed) - a good example is p3c4, where you can't get ahead of the van for a while. The idea of the glitch is you die in the cutscene, but since you can't die in a cutscene the game gives you full damage, something that is not normally possible. Enemies no longer shoot at you, they only react by moving.&lt;br /&gt;
&lt;br /&gt;
'''Alternative explanation:''' Another possibility is that you prevent a scripted event from occuring in the cutscene, something that must happen. In order to overcome the problem, the game teleports you to a new location - as seen when performing the glitch. At this point the game assigns you a default amount of health (or you were teleported through a deathline). Even if this theory is correct, there is an example in p1c7 where you can super jump into the lift with Gognitti, preventing anything from happening and trapping yourself in the cutscene. Here this would be a similar situation, but you are not teleported.&lt;br /&gt;
&lt;br /&gt;
'''Execution:''' Currently there is only one known place this glitch can be activated - in the train cutscene in p1c1. The glitch gets reset at the start of part 2 where you health is removed for a level and then a set amount of damage is given in p2c1. In order to activate the glitch, save glitch the train cutscene in p1c1, then stand in front of the train or run out under the falling wooden barrier when the train crashes. Note that while you are effectively invincible as far as enemies are concerned, you do have literally no health. Therefore, even the smallest of incidents, such as a fall or the impact of a grenade hitting you, will kill you. See this video for further explanation and examples of the glitch in action -&amp;gt; http://www.youtube.com/watch?v=KAt3TGFNiJg&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches to avoid =&lt;br /&gt;
There are several glitches in the game that quite simply screw you over and aren't useful under any circumstance. Here are the ones you should be aware of:&lt;br /&gt;
== The Ledge Glitch ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A simple jump onto a railing can end in you dying.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you're very unlucky, when you jump on a ledge or railing, Max will 'stutter' his landing and before you know it you're falling - on the ledge. You will then hit a supposed floor and die. Despite having hardly any time to react to this, there's no known way to get out of it once you're in it. Here are a couple of examples of the glitch:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=1m51s&lt;br /&gt;
http://www.youtube.com/watch?v=VbTXq-0ZuCM&amp;amp;t=3m41s&lt;br /&gt;
&lt;br /&gt;
It seems the glitch is caused by landing right on the edge, so a clean landing should mean there aren't any problems. No matter how it happens, it's rare. Places to watch out for are p1c6 at the start and jumping through the window as seen in the video.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - Double Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When selecting a weapon, instead of going to the first weapon on the list, the 2nd weapon down is selected (even though it's only pressed once).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Again this glitch is rare, but it does happen! If you press a number corresponding to a set of weapons - e.g. 3 for the shotguns, instead of selecting the pump-action, the sawn-off can get selected. Since these weapons are in different super jumping categories, this can cause problems. Not even considering that weapons are often very useful in specific situations, so you don't want a sawn-off against 3 enemies! The only way to mitigate this glitch is to just be aware of what is selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
== Weapon Selection - No Select ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' After selecting a weapon, sometimes nothing can happen when you try and equip.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' Thankfully this is rare, but it can again really mess things up, especially when trying to super jump. If you select a weapon in the menu and then say try and equip it to super jump, or just because you want that weapon, sometimes the menu is simply cancelled instead. No way to avoid this, just be aware.&lt;br /&gt;
&lt;br /&gt;
== Weapon Jam/Misfire ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When firing (mainly seems to happen with the pump shotgun and Deagle) the gun can click and not shoot. Also the bullets can not fire at all, despite the explosion (mainly pump shotgun and sawn-off).&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' This is just one to be aware of - sometimes when trying to fire, the gun can click instead of firing. This mainly happens with the Desert Eagle and Pump-action shotgun. Just keep clicking and it will fire eventually! In very unlucky situations the weapon will misfire (Pump-action and Sawn-off) and there will be a cloud of smoke at the barrel, but no bullets.&lt;br /&gt;
&lt;br /&gt;
== Comic Strip F1 jam ==&lt;br /&gt;
'''Discovered by:''' ridd3r&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Usually F1 is pressed to skip through the comic strip. In rare cases, if you press F1 on the wrong frame F1 can jam and seconds will be lost.&lt;br /&gt;
&lt;br /&gt;
'''Explanation and Avoidance:''' If you spam F1 in preparation of skipping the comic strip, it's possible to press it at the wrong frame and lock the button up in-game. You'll be stuck on the comic strip for a couple of seconds before you realise what's happened and the damage is done. Wait until you hear and see the comic strip appear before you spam it, or spam at your risk!&lt;/div&gt;</summary>
		<author><name>Ridd3r</name></author>	</entry>

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